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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 1808860 times)

Kenricht

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6750 on: July 10, 2018, 09:08:21 PM »

The first page isn't very accurate anymore ( Last Edit: December 30, 2017)
, since the modpack dev's hang out mosttimes at discord now.
You can check their discord channel, or the github page.

their last mod list on first page seem to be « Last Edit: May 08, 2018, 07:57:24 PM by skyarkhangel »

but thanks for the tips I appreciate it , I will check out the discord
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zeodas

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6751 on: July 12, 2018, 08:21:28 PM »

I have a problem, the option "force to work" from the "Prison Labor" mod is missing, it doenst show on my game. :(
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rheinmacht

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6752 on: July 14, 2018, 03:57:35 AM »

hi,
where can i craft the cigarettes cigars etc.? i cant build a crafting spot. there is only showing party caravan packing and marriage spot at the tab
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Canute

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6753 on: July 14, 2018, 04:03:02 AM »

rheinmacht,
stop thinking at regular Rimworld terms, this modpack is very different from vanila.
You got a mighty information tool, called HelpTab.
Use the Help menu, search for cigarettes at example, and you got shown the nessesary researches, recipes and workbenches.
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Wazowski

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6754 on: July 14, 2018, 07:36:33 AM »

The Zeon event is very broken, extremely difficult they went crazy >:( >:(
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kenmtraveller

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6755 on: July 14, 2018, 07:51:41 PM »

I find Zeon pretty much impossible.  All you can really do is this, unless you have drop pods:
1) make an animal zone on the edge of the map away from zeon and restrict your animals to that zone (they'll start heading there immediately)
2) have each pawn grab what is nearby that it can carry (hopefully including food and medicine and ammo for their weapons)
3)have each pawn run to where the animals are
4) put the 'form caravan spot where the animals are
5) form a caravan with just the animals and the pawns (with their currently carried stuff) .  You won't have  time to load anything.
6 Flee the map and settle in a nearby hex.
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sirbardiel

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Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
« Reply #6756 on: July 17, 2018, 09:25:24 AM »

Hi all,

First of all, I'd like to thank all the mod creators and skyarkhangel for creating this modpack.

Second, I found a mistake in the Feenix def.

My tamed Green Wyvern wouldn't eat, although his need was lowering into his mental break area.
After a lot of tempering with zones and such I started to wander into the depths of the defs where I eventualy found out that the defs for the Green Wyvern are refered to the Feenix defs and that it was missing
"<li Class="JobGiver_GetFood"/>"

So if you got the same problem, go into the following def folder and add that string as follows;

<ThinkTreeDef>
    <defName>SatisfyBasicFenixAI</defName>
    <thinkRoot Class="ThinkNode_Tagger">
      <tagToGive>SatisfyingNeeds</tagToGive>
      <subNodes>
        <li Class="ThinkNode_PrioritySorter">
          <subNodes>
            <li Class="JobGiver_GetFood"/>
            <li Class="SK.JobGiver_SustenainceFromFire"/>
            <li Class="JobGiver_GetRest"/>
            <li Class="JobGiver_SatisfyChemicalNeed"/>
          </subNodes>

Tested and works now.
Hope this is of any help to everyone.

Thanks again for this great mod(s)(pack), keep up the good work!
This is still bugged and needs to be manually fixed every time :3
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skyarkhangel

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6757 on: July 17, 2018, 03:41:21 PM »

Yep u are right, missing getfood need. Thank you.

About Zeon. Don't fight on outdoor. You will be able to find a solution ;)
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Brasidas

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6758 on: July 27, 2018, 11:34:01 AM »

Thanks for a great mod compilation, it adds so much to the game!

 I've noticed a few things that seem like bugs or could use some optimization.

First of all the hauling. It's simply great that your pawns now pick up everything they can, so you don't have to micro so much. They do have a lot of problems with the dropping off part...

 If a pawn has 20 sand, 20 algae and 20 cloth, it will usually go drop off 14 sand, then the algae and cloth and finally the remaining 6 sand elsewhere. Which means you get to micro the sorting out of stuff instead (thanks for  the right click sorting option).


 With crafting I've noticed something odd: I had a neolithic weapon crafting bench close to the cooking station. And both working there were set to crafting. When the cook ran out of materials, he started trying to take over at the crafting station, making the crafter remove the great bow she was working on, but then her crafting priority took over and soon it just devolved to the bow being moved back and forth constantly in an endless loop while I had no idea what was happening. Finally I removed the cook from crafting and everything worked as designed.
 AFAIK normally you can't remove another from a crafting job? Unless they actually leave and start doing something else.

 Spiders - the default spawn rate seems too high on most biomes, because they always clean the map of any prey in any desert biome I play. I know you can set it lower in the settings, but it would be nice to start the map with fewer of the critters around.

 Also something is missing with the "pawn is being hunted" popup where spiders are concerned. You never know when they decide to suck your peeps dry.


 All this with the github update from a few days ago.

And thanks again for a great game!
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sidfu

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6759 on: July 27, 2018, 09:15:53 PM »

for hualing thats the limitation on it. each item stack counts as a differnt haul job

for crafting thats cause u still useing base game have everyone one do everything. for benches its first come first serve and a partial item is locked to the creator

for spiders u have to clear them out as they a bit differnt than other animals spawn rate.
spiders do not hunt the same as other animals. they wait til a animal runs over their  webbing or they go wrap up one they downed as they wrap the target up. since they dont use normal hunting method it doesnt triger the pawn hunt notifcation

Brasidas

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6760 on: July 31, 2018, 07:05:57 AM »

IF each item stack counted as a different job, then each item stack would be dropped down as one stack, not get split up and spread out...

And I don't think you read what I wrote about crafting...

AND what you're describing about spiders is just wrong. They go straight for my colonists and murder their face, unless I murder them first. So they should trigger pawn hunt notification.
 Also I've never seen webs work.
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LetheNyx

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6761 on: August 04, 2018, 02:35:15 PM »

I really like this mod pack but every time I play it I only ever get raids from the Insects and then Raptors super early game... I mean, its kind of ridiculous how often I get insect raids... Is there any way to just disable Raptors & Insect Raids?
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shell

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6762 on: August 14, 2018, 05:58:44 PM »

First of all, the only way I can play rimworld is with HardcoreSK installed. It makes the game so much better than vanilla. I do however seem to have a problem with surguries on my colonists. The only way I see implant options is if I go to the medical tab and left or right click on a stat for a colonist. The operations tab under health does not show implants at all, even if I have it in my stockpile ready to use. I cannot find a way to install joy wire or cybernetic tail. I have installed cybernetic spine, exo, brain stimulator, and cybernetic limbs successfully through the medical tab. Has the mod governing these things been updated?

Also on another note, will hardcoreSK be updated to be used with the 64 bit version 1.0 of rimworld?
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hiensux67x

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6763 on: August 15, 2018, 12:39:01 AM »

What is the mod that adds all the new traits? Like quick, hardworker, etc.
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crowman

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Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6764 on: August 18, 2018, 11:45:34 PM »

First of all, the only way I can play rimworld is with HardcoreSK installed. It makes the game so much better than vanilla. I do however seem to have a problem with surguries on my colonists. The only way I see implant options is if I go to the medical tab and left or right click on a stat for a colonist. The operations tab under health does not show implants at all, even if I have it in my stockpile ready to use. I cannot find a way to install joy wire or cybernetic tail. I have installed cybernetic spine, exo, brain stimulator, and cybernetic limbs successfully through the medical tab. Has the mod governing these things been updated?

Also on another note, will hardcoreSK be updated to be used with the 64 bit version 1.0 of rimworld?

I myself can't cure scars since the options isn't anywhere to be found. Something's probably broken.
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