Thanks. I'll take another look at it. My issue was they being drawn evenly alright. Every PPC connected to the same powernet was losing the same amount of watts. No matter how many I had, each would lose x watts every time something fired. I must have misunderstood what I saw or if I was right, it must be a mod conflict.
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#2
Releases / Re: [B19] Rimatomics | Rimefeller
September 17, 2018, 06:24:40 PM
I have no idea how to set up my PPC's. When one turret uses energy it depletes the amount from all of them. Can I see an example design?
#3
General Discussion / Re: The balancing process
June 19, 2018, 03:48:59 PM
I feel for you Tynan. I've had these discussions myself with my players. It's never pleasant and you always get yelled at for ruining the game and other fantastic hyperboles. It must be much worse at your level with thousands of users giving feedback compared to my experience.
#4
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
April 19, 2017, 03:15:51 PMQuote from: Canute on April 19, 2017, 07:48:41 AMThanks man I appreciate the link and that will help
The problem are i don't have the modpack active anymore, so i can't check it and give you a 100% accurate answer.
So i just can say what i remember. And i know i was looking self the first time.
If you want a more accurate and faster answer, try the discord channel where all the HCSK devs like to hangout.
#5
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
April 19, 2017, 03:51:58 AM
Look I'm appreciative of your time there Canute but if you don't know just say so. I did what you said already.
#6
Releases / Re: [A16] [PROJECT] Hardcore SK global project v5: Jewel
April 18, 2017, 10:06:15 PM
I cannot for the life of me find the way to roll smokeleaf joints. Can anyone help me out? About a 100 pages back someone mentioned a crafting table I also can't find.
#7
General Discussion / Re: Official: New content in progress for Alpha 17
April 13, 2017, 11:39:33 AM
Thanks Ty. One of Rimworlds primary issues is the lack of refinement. Its not easy to do an overhaul.
#8
Outdated / Re: [A16] Combat Realism v.1.6.9.8 (04.02.17) - Delicious update
February 05, 2017, 02:27:09 AM
Nasty exception. Not sure what's causing it other than the obvious. Keeps faulting every tick until I load an older save. Could it be trying to interact with a non CR object?
Code Select
Exception in RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.JobGiver_TakeAndEquip.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
#9
Outdated / Re: [A15] Industrialisation (04-09-2016) A15 update and more!
October 22, 2016, 06:07:27 AM
Oh god what did I download.
This mod goes in 4 different directions. All I wanted was mining and now I have a weird, unwanted rebalance of cooking.
Make mods modular. This is all wrong.
This mod goes in 4 different directions. All I wanted was mining and now I have a weird, unwanted rebalance of cooking.
Make mods modular. This is all wrong.
#10
Releases / Re: [A14] Glitter Tech v1.6 - New Surgery free version
July 22, 2016, 09:24:56 AM
Dynamic relaxation chair seems borked to me. Here is the error message when it is placed with god mode.
http://i.imgur.com/yVwX2Rr.png
http://i.imgur.com/yVwX2Rr.png
#11
Mods / Re: [Mod Request]True Fallout
July 18, 2016, 05:22:45 AM
It's been six months since I looked at the code related to events but I'm pretty sure what you want isn't possible. You're asking for a change to how inside / outside checks work which would involve working around a lot of hardcoded functions we don't have access to. It might be possible to hijack the temperature system, completely re-write the toxic fallout event to use it, and have it permeate through walls at a certain rate but that'd be a big project and probably not one a forum post will convince someone to drop 20 hours into.
The last idea of having a planet killing event is much more feasible since it already exists and would only require some string renaming and an exception to the inside check for toxic fallout.
The last idea of having a planet killing event is much more feasible since it already exists and would only require some string renaming and an exception to the inside check for toxic fallout.
#12
Mods / Re: [Mod Update Request] Zombie Apocalypse Mod to A14
July 18, 2016, 05:11:17 AM
It hasn't been updated since A12 I believe and only remains alive through Hardcore SK.
@SpasticRabbit I'd recommend keeping an eye on Hardcore SK to see if they update it as part of their package then request it be made a separate download or just pull it out of their mod pack yourself.
@SpasticRabbit I'd recommend keeping an eye on Hardcore SK to see if they update it as part of their package then request it be made a separate download or just pull it out of their mod pack yourself.
#13
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4d: Syndicate (31/12/15)
January 25, 2016, 09:49:52 PM
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.
There's a lot of that. Higher tech that doesn't result in higher reward.
#14
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4d: Syndicate (31/12/15)
January 25, 2016, 12:39:53 PM
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.
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.
#15
Outdated / Re: [A12d] [MODLIST] [ADDON] irotsoma Modlist and Patches(iMP): Base Builder (v1.2)
January 22, 2016, 06:38:31 PM
Real mod pack or nothing. I got a third of the way through the list before I decided I'd rather just modify SK than download 30 individual mods, install them correctly, then apply your compatibility patch.
This puts the bulk of the work on me because making a compatibility patch is a short, easy job and downloading dozens of mods is a tedious, long job.
Guess which one most people don't wanna do.
This puts the bulk of the work on me because making a compatibility patch is a short, easy job and downloading dozens of mods is a tedious, long job.
Guess which one most people don't wanna do.
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