Hey guys, I have a question. I had ice form in a part of my base and I put a roof over it in the meantime and now it's all shallow water. Will the water disappear by itself or do I need to remove the roof?
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#2
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
June 16, 2018, 09:48:51 AM
I really dislike the feet and hands animation, but whenever I disable "Facial Stuff" all the other mods get disabled also.
Why is Facial Stuff so important for the mod order?
Why is Facial Stuff so important for the mod order?
#3
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
December 22, 2017, 10:19:11 AM
What is the name of the mod that lets you set the minimal stock before they start crafting again at the workbench?
#4
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
December 04, 2017, 05:27:23 AM
Hey guys, I'm still playing A16 because I don't want to play without MinStock or Moody and I have a question.
Is it in ANY way possible to add the job queuing from B18 into A16 or is it too complicated to do?
Is it in ANY way possible to add the job queuing from B18 into A16 or is it too complicated to do?
#5
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
September 14, 2017, 07:42:00 PMQuote from: BlackSmokeDMax on September 14, 2017, 12:04:51 AMQuote from: ThomasCro on September 13, 2017, 09:45:17 PM
https://imgur.com/a/mZ7Ni
There is no fuel tab. How do I operate this item?
Playing the final A16 version.
Says it requires 55 watts. Hook it up to your electric grid?
edit: wait, it is connected. What exact issue are you having?
I have no idea how to operate that station.
Everything I know can be seen from the screenshot.
#6
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
September 13, 2017, 09:45:17 PM
https://imgur.com/a/mZ7Ni
There is no fuel tab. How do I operate this item?
Playing the final A16 version.
There is no fuel tab. How do I operate this item?
Playing the final A16 version.
#7
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
August 11, 2017, 01:16:07 PM
I'm playing the A16 version and can't seem to figure out how the mending bench works.
How do I keep my equipped outfits mended?
There is a weird unique menu that comes with the mending workbench.
How do I keep my equipped outfits mended?
There is a weird unique menu that comes with the mending workbench.
#8
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
February 06, 2017, 02:32:18 AM
I'm sorry if this was answered, but my question is what is the ETA for the finish of the test phase of Jewel?
#9
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 31, 2017, 07:54:49 PM
Research is weird after latest git.
It doesn't notify that it has been done, sits there at max with the colonists busy "researching".
It doesn't notify that it has been done, sits there at max with the colonists busy "researching".
#10
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 27, 2017, 04:40:23 PMQuote from: sidfu on January 27, 2017, 04:08:56 PMQuote from: ThomasCro on January 27, 2017, 03:58:08 PM
Wait, where did the help button go?
help button was from CCL and ccl was taking forever to update so the pack split from useing CCL so no help button anymore
Where will I figure out anything anymore? Is there a hc sk wiki?
#11
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 27, 2017, 03:58:08 PM
Wait, where did the help button go?
#12
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 14, 2017, 09:25:19 AMQuote from: Darkfirephoenix on January 14, 2017, 08:39:01 AMQuote from: Kitsune on January 14, 2017, 08:21:20 AMIs the pier in a home zone?
Hm maybe then its because my fisher dont have gun/bow and deliver the fishy's forbiden? I have to try that.
Oh yes by the way maybe i'm blind but i cant find alpha muffalos in the stockpile menu. ._. If i type it in the search on the top of the stockpile menu, i get nothing only alphabeavers if i only type "alhpa".
Edit: No, even with a bow i get only forbiden fishy's from the pier.
Regarding the search: I think you should search for "Muffalo" instead. Alpha Muffalo are just male Muffalos. Also the "search" function searches for things containing what you typed in.
I always wondered if Muffalos have male and female. Because of no gender description I thought Alpha's were just stronger versions.
#13
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 03, 2017, 03:01:58 AMQuote from: Rhyssia on January 02, 2017, 02:28:52 PMQuote from: ThomasCro on January 02, 2017, 05:43:26 AM
I have the Tavor TAR-21 rifle, made a stockpile available for it and my colonists still say there is no place configured for hauling it.
Is stockpile set to hold rotten+fresh? I was able to store without issue.
Yes, of course. I tried it all the possible ways. But even though, I thought only expiring objects matter for the rotten/fresh stuff.
Will try it again later today.
#14
Releases / Re: [A16a] [MODPACK] Hardcore SK global project 5.0 test: Jewel
January 02, 2017, 05:43:26 AM
I have the Tavor TAR-21 rifle, made a stockpile available for it and my colonists still say there is no place configured for hauling it.
#15
Releases / Re: [A14e] [MODPACK] Hardcore SK global project 4.1: Hell Effect
December 12, 2016, 10:44:19 AM
Sadly, the latest git has made my old saves unplayable. Won't load.
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