[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.

Edgewise

Quote from: Jorlem on March 22, 2016, 04:08:08 PM
Rather frustrated at the moment.  My map didn't spawn with any gold ore as far as I can tell (I swept through it a few times with the debug viewer), so my ability to make integrated circuits and anything up is completely at the mercy of the RNG giving me traders with the right materials.

As soon as you can mine mineral deposits, you can get gold from them.

Fafn1r

Quote from: Jorlem on March 22, 2016, 06:55:14 PM
Wait, fishing generates gold?   ???

How does that work?

There is a very small chance to catch 1-6 gold ore instead of a fish.

Also, even smaller chance to catch a dead marine with power armor, assault rifle and energy weapon. :P

roy2x

I think there is something wrong with tool cabinets. Sometimes they don't connect with workstations that are right next to them but connect to one that is further out. Some workstations can connect to a small tool cabinet but don't connect to a large one and yes i have removed the small tool cabinet. There are workstations that don't connect at all.

Jorlem

Quote from: Nimander on March 22, 2016, 08:13:48 PM
Quote from: Jorlem on March 22, 2016, 06:55:14 PM
Wait, fishing generates gold?   ???

How does that work?

There is a very small chance to catch 1-6 gold ore instead of a fish.

Also, even smaller chance to catch a dead marine with power armor, assault rifle and energy weapon. :P
Huh, that's pretty neat.  (As a side note, I wish the game prevented you from building the fishing pier without deep water, as the shallow water doesn't seem to actually produce anything, just lets the fisher waste time.  And boy does it eat up time, my fisher keeps collapsing from exhaustion because he doesn't stop to eat or sleep.)

On another note, is there a way to automatically keep my colonists from planting seeds when there is not enough time left for them to grow?  I forgot to disable sowing on one of my fields, and all of my xergium seeds were wasted.  (There were three days left in the growing season, why would you plant all your seeds then?  Gah!)

Edit:
Also, why does a simple power switch need an integrated circuit?  If it had a timer or a remote control, I could see it, but for something like this?

Mrshilka

Quote from: roy2x on March 22, 2016, 09:16:12 PM
I think there is something wrong with tool cabinets. Sometimes they don't connect with workstations that are right next to them but connect to one that is further out. Some workstations can connect to a small tool cabinet but don't connect to a large one and yes i have removed the small tool cabinet. There are workstations that don't connect at all.

Different tool cabinets affect different stats and they are badly bugged with los but you can work around it, the work speed chair is the same.

Edgewise

Quote from: Mrshilka on March 23, 2016, 12:09:47 AM
Quote from: roy2x on March 22, 2016, 09:16:12 PM
I think there is something wrong with tool cabinets. Sometimes they don't connect with workstations that are right next to them but connect to one that is further out. Some workstations can connect to a small tool cabinet but don't connect to a large one and yes i have removed the small tool cabinet. There are workstations that don't connect at all.

Different tool cabinets affect different stats and they are badly bugged with los but you can work around it, the work speed chair is the same.

Work speed chair?

Shushei

just noted a small typo ;) Not sure if noone pointed it out yet but here it is in FAQ

"Q.  There is no seed drops from pants!
A. You must wait until they are fully grown and then harvest them."

I think it should be Plants ? cuz why would seeds drop from Pants unless you know what "seeds " XD

Also I have enountered a bug ( or maybe not  but then i have a question)

I have had a rimdogs and rimwolves tamed with plenty of meat and veggies lying around their accesible area but they chose to starve to death . ( like a starvation strike for too much hauling or smth :P ) all of them. They only ate "corse remains " if i found any gnawed by other preadtors . I tried feeding them difrent types of meat i tried alpaca mufallo and hedgehog and rimdogs (to be ironic) they ate noone. ( on the other hand they ate mufallo meat as treats during training, but after training was done couldnt feed poor beasts )

And another question

Does farming potato on tilled soil yields bigger / faster crop or its just for fertility to be able to farm " harder " crops like tomatos ?

Sewan15


Fafn1r

Quote from: Shushei on March 23, 2016, 03:38:24 AM
Does farming potato on tilled soil yields bigger / faster crop or its just for fertility to be able to farm " harder " crops like tomatos ?

It does, but potatoes have 0.3 ground fertility ratio, so they get only 30% from the bonus given by fertile ground.

Kadrush

Can someone plz confirm that the coal burners are broken?

Edit: Found the problem. The coab burner hopper is set by default to accept charcoal, kidling and coal, but only works with coal.

sidfu

Quote from: Shushei on March 23, 2016, 03:38:24 AM
just noted a small typo ;) Not sure if noone pointed it out yet but here it is in FAQ

"Q.  There is no seed drops from pants!
A. You must wait until they are fully grown and then harvest them."

I think it should be Plants ? cuz why would seeds drop from Pants unless you know what "seeds " XD

Also I have enountered a bug ( or maybe not  but then i have a question)

I have had a rimdogs and rimwolves tamed with plenty of meat and veggies lying around their accesible area but they chose to starve to death . ( like a starvation strike for too much hauling or smth :P ) all of them. They only ate "corse remains " if i found any gnawed by other preadtors . I tried feeding them difrent types of meat i tried alpaca mufallo and hedgehog and rimdogs (to be ironic) they ate noone. ( on the other hand they ate mufallo meat as treats during training, but after training was done couldnt feed poor beasts )

And another question

Does farming potato on tilled soil yields bigger / faster crop or its just for fertility to be able to farm " harder " crops like tomatos ?

there is a bug with one of the mods for animals so dogs and tamed wolves shouldnt be used. what happens is instead of eating food like other animals carnivors butcher even if its just catfood. for whatever reason they pass over eating the cat food and try to butcher corpses all time so their ai gets stuck. just open dev mode and look at console u will see a message aboout more than 10 tasks applied per tick for the animal. tthe work around to fix is to have tthem assigned to a area(never use unrestcted) and if they bug switch them to a small area differnt from where they are and they unbug till it happens again.

for now your best bid is to just use pigs or wild boars. they carry less but tend to be better works.  also wild boars tend to reproduce better than dogs. i tamed 2 boars first summer of game and by second summer they produced 6 pigs.

roy2x

There is  a bug when I tried to craft Chem protection suits. I specifically set to use synthread as a material but when the tailor starts making it the unfinished product changes to a random material. The tailor can't finish it either. When work left gets to 0 his orders switch to standing.

Mrshilka

Quote from: roy2x on March 24, 2016, 04:01:37 AM
There is  a bug when I tried to craft Chem protection suits. I specifically set to use synthread as a material but when the tailor starts making it the unfinished product changes to a random material. The tailor can't finish it either. When work left gets to 0 his orders switch to standing.

It is a bug with tailoring, you need to cancel the item so they can make it again and keep an eye on it to make sure it it made from the materials you desire.
A free tip for those suits though, they break down very fast when dealing with Uranium so you might want to make it from Kevlar if you have access to it.

sidfu

are terminators gonna get a nerf as i had 2 attack my 6 person colony year and half in and they literly 1 shoted everyone even  when they had bucklers and such.

roy2x

Quote from: sidfu on March 24, 2016, 07:13:40 AM
are terminators gonna get a nerf as i had 2 attack my 6 person colony year and half in and they literly 1 shoted everyone even  when they had bucklers and such.
Same for me. Terminators are the only threat i have problems defending against. How do you guys usually deal with them?