Hey guys, will the saves from current version be compatible to the next one?
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#2
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
October 14, 2018, 12:01:51 PMQuote from: karloss99 on October 11, 2018, 08:41:29 AMThat's actually a great idea, thank you.Quote from: bowmore on October 10, 2018, 05:39:40 PM
Can anyone please explain to me why don't cirquit breakers work? I know they don't prevent dissipating of energy but no matter how i set the grid up i always end up with a blow.
Each circuit breaker has a maximum limit of power it will stop. The first one unlocked can take three full batteries of power and as such I always have my first battery bank split in threes with the breakers the only path from them to the rest of the grid. Work pretty well for me, and with several battery banks a malfunction in one doesn't kill the lights.
It says that a cirquit breaker can dissipate a charge of 8000W, is that correct?
#3
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
October 10, 2018, 05:39:40 PM
Can anyone please explain to me why don't cirquit breakers work? I know they don't prevent dissipating of energy but no matter how i set the grid up i always end up with a blow.
#4
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
October 01, 2018, 08:05:23 AMQuote from: Canute on October 01, 2018, 07:11:29 AMWorth a try i suppose
bowmore,
you are playing Rimworld A17, and i don't think the HCSK dev team will do/change anything on that version since they are working on the B19 version.
I saw you add a few mod's at your own, maybe try it without them.
So far i remember the final A17 version was pretty stable.
Yeah, it was because of the Food Selection Mod, it's a known bug.
#5
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
October 01, 2018, 06:58:41 AM
There's a strange error where a pawn goes to a haul zone, pallet or a skip and starts putting off and back the resources. After some ticks pawn just starts standing for some time, then tries to haul stuff on and on again.
[attachment deleted due to age]
[attachment deleted due to age]
#6
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
September 29, 2018, 09:12:57 AMQuote from: Canute on September 29, 2018, 08:33:27 AMThanks!
Try out to add
Smarter Food Selection
https://github.com/juliencsharp/Smarter.food.selection/releases
Since it don't add things, it should work with HCSK.
#7
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
September 29, 2018, 08:10:30 AM
Is there a way to make my pawns stop eating raw shimmershrooms? Is the only way to craft higher tiers of food?
I have them running on Pot Roast and Mushrooms and one of the ingredients is the shimmershroom so i can't forbid it.
I have them running on Pot Roast and Mushrooms and one of the ingredients is the shimmershroom so i can't forbid it.
#8
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
September 19, 2018, 04:30:53 AM
Canute,
Only the Modpack. I have plenty of steel alloys too.
Only the Modpack. I have plenty of steel alloys too.
#9
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
September 19, 2018, 03:55:58 AM
Hey, could you please tell me what do i do wrong?
I want to craft some grenades and it seems like i have all the ingredients needed, but it still says "need materials".
[attachment deleted due to age]
I want to craft some grenades and it seems like i have all the ingredients needed, but it still says "need materials".
[attachment deleted due to age]
#10
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
September 05, 2018, 05:35:31 AMQuote from: sidfu on September 05, 2018, 04:47:13 AMNoice, good luck!
right now the only thing holding us up for updating pack is CE aka combat extended. without it we cant even start up the game in b19 to make sure we updated stuff right so for now we cant even start.
do not distirb can be added on your own. for dubs issues go to discord and check patches channel the newest dubs is converted but we just hvent pushed it into the pack yet.
for late game stuff alot of stuff was removed as it served no purpose and was basicaly bloat on the pack. once tylain fixes the 64x issue on steam and we get CE upated so we can update pack since memory wont be a restraint anymore we probaly start putting in more fluff stuff.
#11
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
September 01, 2018, 06:47:09 AM
Hello, I'd like to ask why can't i choose an owner for a bathtub?
Secondly, could you please get a mod with a "Do not disturb" function, so pawns wouldn't disturb eachothers' sleep?
Secondly, could you please get a mod with a "Do not disturb" function, so pawns wouldn't disturb eachothers' sleep?
#12
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.1: Hell Effect
December 29, 2016, 03:48:19 PM
Hi, I'm having trouble with rare minerals extractor.
When i build one it instantly gets destroyed and "support was removed" message appears.
I've looked for that extractor in debug menu but i couldn't find it.
Wat do?
When i build one it instantly gets destroyed and "support was removed" message appears.
I've looked for that extractor in debug menu but i couldn't find it.
Wat do?
#13
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.1: Hell Effect
December 05, 2016, 05:32:46 AMQuote from: caesius on December 04, 2016, 02:45:34 PMQuote from: bowmore on December 04, 2016, 10:51:25 AMQuote from: caesius on December 04, 2016, 10:46:41 AMQuote from: bowmore on December 04, 2016, 09:50:08 AM
Somehow my colonists won't plant lettuce.
I've checked everything: research (Vegetables II), seeds, grow zone and skills - they still don't.
Though they easily plant potatoes in adjacent grow zone.
Why's that?
did you check fertility of soil?
It says fertility 100%
lettuce needs at least 140% fertility soil.
Thanks.
#14
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.1: Hell Effect
December 04, 2016, 10:51:25 AMQuote from: caesius on December 04, 2016, 10:46:41 AMQuote from: bowmore on December 04, 2016, 09:50:08 AM
Somehow my colonists won't plant lettuce.
I've checked everything: research (Vegetables II), seeds, grow zone and skills - they still don't.
Though they easily plant potatoes in adjacent grow zone.
Why's that?
did you check fertility of soil?
It says fertility 100%
#15
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.1: Hell Effect
December 04, 2016, 09:50:08 AM
Somehow my colonists won't plant lettuce.
I've checked everything: research (Vegetables II), seeds, grow zone and skills - they still don't.
Though they easily plant potatoes in adjacent grow zone.
Why's that?
I've checked everything: research (Vegetables II), seeds, grow zone and skills - they still don't.
Though they easily plant potatoes in adjacent grow zone.
Why's that?