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How you relate for the full removing automatic turrets?

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Author Topic: [1.0] [PROJECT] Hardcore SK project v7: Sunrise  (Read 2334703 times)

sidfu

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Re: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6780 on: September 29, 2019, 12:15:04 PM »

the late teir armors ahve been moved to quests and drop only in raids. it was mainly did to get people out of their bases. with mining and fuel changes in dev we may bring some back to crafting but not all.

Jahsus

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Re: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6781 on: September 29, 2019, 03:47:11 PM »

Thanks! I did use the help tab and couldn't see it, hence why I asked. Probably should have explained myself a bit better in hindsight ... This would mean they cannot be repaired then as they wont show up in the relevant tabs?
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sidfu

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Re: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6782 on: September 29, 2019, 07:07:31 PM »

no u can repair them. just not make them. long as a armor doesnt go to 0 durablity it can be repaired. and if u jump on discord u can get anwsers to your questions normaly at most a few min after post

ZombieElephant

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Re: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6783 on: October 06, 2019, 05:48:22 AM »

Hey guys

for defense, I want to build the "50BMG M2 Browning MG" - turret.

It says it needs (in my case) 70 steel alloy and a "50BMG M2 Browning MG" - CRATE.

In which workshop can I craft the crates? Looked in every workshop I currently have and the only thing coming close to crates I think are the catapult and balista crates in the craftsman's table.

But how can I craft the MG-crates and stuff, which workshop and what kind of research do I need?

Best regards and thanks in advance
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kyjoz18

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Re: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6784 on: December 02, 2019, 04:29:45 PM »

why there is no RimHud in this pack ?
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sidfu

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Re: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6785 on: December 02, 2019, 05:53:18 PM »

why there is no RimHud in this pack ?

cause not everyone is good at setting settings and it can push ui ammout high and we would have to deal itwh them not able to setup their ui well

JurAAlexander

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Re: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6786 on: December 13, 2019, 04:48:49 AM »

Hey guys,

i am from germany so i am not the best english writer... Sorry.

1. In my last game i was able to cut gems from rough gems. I started a game for chrismas and I am not able to cut gems anymore.

2. Last time I was able to repair and replace fingers, toes and some body stuff. Is it still possible in the new version.

3. I produce some ethanol fuel but i am not able to use it in the power generator. Did somebody know where to use it?

Thank you
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sidfu

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Re: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6787 on: December 18, 2019, 09:18:06 PM »

Hey guys,

i am from germany so i am not the best english writer... Sorry.

1. In my last game i was able to cut gems from rough gems. I started a game for chrismas and I am not able to cut gems anymore.

2. Last time I was able to repair and replace fingers, toes and some body stuff. Is it still possible in the new version.

3. I produce some ethanol fuel but i am not able to use it in the power generator. Did somebody know where to use it?

Thank you

its best to join our discord if u want promp help.
1. cut gmes is from a addon for the minerals mod u have to get it from paches on discord as he splitit out of minerals
2.it was removed as as ausing to much clutter in surgery menus
3. make sure u updated as ruel changed recenly with the introduction of rimfella and then rim atmocis in the dev verion

DreadLordNaf

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Re: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6788 on: February 17, 2020, 09:01:54 PM »

Just discovered this mod, it makes me feel like Rimworld is brand new again, so thanks a ton to the team!

A few questions: 

1) Is there a way to melt ice in the winter? My people no longer have a way to wash when it's ice or is there another way to wash? Keep in mind i dont have electricity yet.

2) I notice item clutter is somewhat extensive in this game due to so many new items and intermediate components.  Any tips for handling this or are there some specialized storage containers later that will help me deal with this?

3) With the exception of latrine and washtub, do all the hygiene items which "look" like they need inflow and outflow, actually need it?  For example can I make a basin without inflow water or would it not work?

4) Is there a stat or something I can look at to gauge the heat efficiency of the different heaters?  For example I'm wondering if building a woodstove is better for heating than a plain ole campfire, but not sure. Is there a stat which indicates this?

Thanks all for any answers!
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Canute

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Re: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6789 on: February 18, 2020, 02:42:04 AM »

That modpack added the Dub's hygiene, so i think they didn't change the mechanic at all.
1. Not sure if that is at the modpack, but can you build a (primitive) well, it is a water source too.
Isn't there an option to break/remove ice (long time ago i played this pack)
2. Yes you geting serveral storage solutions.
3. latrine and washtub are the beginner ones, they manualy get emptied and filled. Later you can connect the latrine to your plumber system.

jager666

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Re: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6790 on: February 20, 2020, 02:01:22 PM »

Hi!

Is there any chance that the Hardcore SK project team release the terrain texture pack as standalone? I really like the aesthetics, but I'm not fancy changing the game that much, as the whole mod.
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DreadLordNaf

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Re: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6791 on: February 22, 2020, 10:57:37 AM »

Still enjoying this mod a lot. I was wondering is there a trick to making fishing bait? I have all the needed materials but everyone I try to manually tell a pawn to make it it says i dont have materials.  See attached screenshot. As you can see I have more than enough prime meat in storage but still doesnt let me.  Thanks for any assistance.

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crowman

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Re: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6792 on: April 01, 2020, 04:26:54 PM »

It's been 2 years since I stumbled upon this mod and the same amount of time since I've seen the light of day. I wake up in the morning knowing that whatever the stock market is going through, I'll be at the bottom footing the bill, and if it weren't for the hyper-realistic screams of dismembered adults blasting through my speakers, I'd be upset.

But I am not. I'd even go as far as to say that I'm happy. Happy that my wife took the kids and relieved that I can commit tax fraud as long as I keep my mouth shut about all the mercury they're pouring in these erection tablets. Happy to know I can dedicate all 24 hours of the day to mining oil, just as God and Uncle Sam intended. Raw, unadulterated industrialism ran by a corporate maniac with a god complex and arthritis, held together by the sweat and blood, blood being the operative word, of disenfranchised immigrants whose only possession is the hope for a better future. Not for themselves, as their fates have been written into the cold, hard stone they mine all day. But for their children, who they can only pray for as the mercury tablets I mentioned are contraceptives I relabeled to keep the population growth under control.
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Kaelen Mosar

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Re: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6793 on: May 20, 2020, 12:38:57 PM »

Which mod is including this feature here
Raiders landing in a shuttle

https://youtu.be/Rk8s4hPrjA8?t=153
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Felkyrja

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Re: [1.0] [PROJECT] Hardcore SK project v7: Sunrise
« Reply #6794 on: May 27, 2020, 05:17:50 PM »

Love the mod, just noticed an issue in a fights where one of my pawns died and nobody reacted to his death (not even his lover), except for his dog (went beserk). No thought change, no funeral, no nothing. He was being rescued when he bled to death.

All my pawns were drafted. The dead pawn was the only human (all others were alien races). A few days after his death I buried him in a grave. The only two mods I have activated other than SK baseline are Psychology and Achtung. Is this a one off bug or should I be more concerned?

Any help in this matter would be appreciated. :D
« Last Edit: May 27, 2020, 05:28:20 PM by Felkyrja »
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