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Messages - dr3am3r5

#1
I still cant make chittin headress. stops at 100% and the pawn just stares at it. I'm using latest git version and a clean install of rimworld version 1249.
#2
can this mod be incorporated in the next release?
https://ludeon.com/forums/index.php?topic=27288.0
#3
Quote from: HurricaneHandy on October 25, 2016, 07:33:55 PM
  Id also love to see refueling included in fluffys advanced work tabs.  Thank you for maintaining this mod pack and thanks to all you modders too.
Refueling is already in the fluffy work tab. You need to scroll to the right in the detailed list because that's towards the end of the options.
#4
Quote from: sidfu on October 19, 2016, 01:29:16 PM

@dr3am3r5  doesnt help enough if its below 50% they still will only refuel if they start a new task a certain distance from the job.
here u 2 examples
1. refuel set 1. defualt fill 20%= wont refuel unless 5-10 blocks close to refuel job.
2.refuel default,fill 20%= comptely ignore refuel jobs unless close to job
3. refuel 1. set fill 50%= will do it like any other job and u never have to monitor fuel.
4. refuel defualt. fill 50%= will still keep filed long as u dont have to many haul jobs

Yeah you're right.
#5
Quote from: sidfu on October 14, 2016, 09:45:26 AM
Quote from: dr3am3r5 on October 14, 2016, 05:08:13 AM
Exactly the same problem. Sometimes someone decides to fill them then they ignore it completely.
Someone posted above that if you place a hauler next to the gen and draft/undraft them then they refill the gen. I'll try it and post whether that works or not.

correct if u do that they fill it then. i think the probelm lies in the refuel at. cause whenn u look at it it can hold 300 fuel but they never put in a stack over 75.

i love the new fuel systemm but hopely they can work that out as its annoying as hell if u dont have coal to use as coal= 1 season of fuel.

As Sky advised, And also if you use the fluffy work tab, you can go into detail settings and set the "refuel" and "refuel buildings" settings to "1". That helps them refuel.
#6
And there's a kind of lol problem with crash landing + prepare carefully. Wheneber i make custom pawns and start a game the ship wreckage falls smack on the heads of my pawns and BAAM! 2 Dead! With one lying in shock. :p its funny and sad at the same time.
#7
Quote from: skyarkhangel on October 14, 2016, 07:04:03 PM
Check in accessories. There are special subcategory for food containers.
Yes, i know about manual refueling. I haven't been able to realize it for this time. May be in future. Colonist with haul job refuel this buildings. You can use advanced work settings to increase the priority. So.. problem with refuel occurs when you haven't enough colonists with haul job + a lot of other hauling job exist.
Yes I know about food containers, I was talking about the generic hopper for generators. They're nowhere to be found.
Yes you're right,  it is probably due to extra haul jobs. I'll test that. I'm having too much electricity outage these days.
#8
Quote from: sidfu on October 14, 2016, 09:45:26 AM

correct if u do that they fill it then. i think the probelm lies in the refuel at. cause whenn u look at it it can hold 300 fuel but they never put in a stack over 75.

i love the new fuel systemm but hopely they can work that out as its annoying as hell if u dont have coal to use as coal= 1 season of fuel.
Agreed. The fuel system really adds a new level of depth in the game. Hopefully the team are working on it.
Most of these buildings also accept wood,  charcoal, peat and kindling. I'mnot sure if draft/undraft will work with these materials.
And yes I agree that we should be able to force refuel these buildings with pawns.

And also, thanks for all the hardwork guys.
#9
Sky Buddy can you help with my problem please? Thanks and regards
#10
Exactly the same problem. Sometimes someone decides to fill them then they ignore it completely.
Someone posted above that if you place a hauler next to the gen and draft/undraft them then they refill the gen. I'll try it and post whether that works or not.
#11
As much as I love this mod I have a severe problem. There is no generic or refrigerated hopper. I looked everywhere, researched everything, it's not in misc, and not in production. Hence my steam generator doesn't get refilled, neither does the coal generator. Pawns do not refill steam or coal generator, nor do they refill the coal burner. Furnace isn't working as well. I cant smelt anything even if I have tons of coal and ores. This is really a game breaking problem. I tried reinstalling, the game, and hardcore sk did all the things as described. It just doesn't work. I'm using a14 1249 rev955 and latest hardcore sk from github. Kindly help.
Thanks and regards
#12
Yes that is disabled but there is the In Game Clock mod added as a part of Cataclysm. I was referring to this.

New in 2.5: Cataclysm
- High Caliber (Adds some new amazing weapons.) by eatKenny
- Fenris (Adds Fenrir as subEvent from Eclipse.) by Kaballah
- In-game Clock (Adds clocks in the upper right corner of the screen.) by TP108 <=======

#13
Quick question; Can I disable the in-game clock mod included in this mod. I get somewhat annoyed by it. No offense meant to the author or Hardcore SK team.
Thanks and regards