Quote from: PhenotypeX on October 15, 2017, 06:04:51 AMSimply personal preference. Its been a while since i played rimworld so I went back to vanilla for a few weeks before trying out HardcoreSK again(last time was a14). This feature was new to me and frankly it just bugs me. I could get used to swiping all the way left or right to remove the menu after picking a zone to set but wouldn't it be better if I did not have to? You don't use it either.Quote from: roy2x on October 14, 2017, 06:30:10 PMJust curious why you want to do this? The menu pops up for me, but I just ignore it and it automatically chooses a colour.
So there is no way to remove the color options when making new stockpile/dumping stockpile zones? The jerky rack also has no bills or anything.
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#1
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
October 16, 2017, 02:24:11 AM #2
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
October 14, 2017, 06:30:10 PM
So there is no way to remove the color options when making new stockpile/dumping stockpile zones? The jerky rack also has no bills or anything.
#3
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
October 12, 2017, 11:37:53 PM
Hey guys, Is there a way to disable the menu for colors that appear when you try to set up new stockpile zones?
#4
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
May 01, 2016, 03:32:03 AMQuote from: pajok on May 01, 2016, 02:28:26 AMIts not like everything burned down right? You could have tried deconstructing stuff for the spare parts and mechanisms.
Hi!
Thanks for your hard work...the mod pack is AWESOME!!!
I'm playing with 12d on extreme difficulty.
I have a little problem,request...
My story...
Bandits attacked ... 3 vs 18 . The team survived ,but my workshop with the tables burned down.After that cant rebuild ,because the low number of spare parts.
So .... i can survive if i have man and x amunt spare parts and y amount mechanism....
It would be funnier ..., if I left only 1 man than i can rebuild anything....( My opinion)...
I cheated, so i can continue the game ,but please finetune the system....
Thanks again!
#5
Outdated / Re: [A13] Combat Realism v.1.6.3 (28.04.16) Pre-release: More fixes
April 30, 2016, 04:53:20 AM
Im not sure if this was mentioned before but there is a problem with the inventory system. When visitors arrive they sometimes bring with them more than what they can carry and that ends up being dropped as they spawn in the map. This is especially a problem with tribals who have little bulk capacity coz they never spawn with backpacks.
#6
Releases / Re: [A13] RT Mods - quantum stockpiles, fuses, solar flare shields! (21.04.16)
April 27, 2016, 04:00:54 AM
Can a quantum relay send items back to a stockpile?
#7
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
April 25, 2016, 01:54:18 AM
The antimatter reactor eats up antimatter faster than the hadron collider makes them. Kinda makes it pointless.
#8
General Discussion / Re: Clothing Slots
April 23, 2016, 08:35:38 PMQuote from: Grimandevil on April 23, 2016, 02:33:33 PMActually its quite easy. Shirts and pants go on the 1st layer. Vests go in the 2nd, 3rd layer is mostly armor and the stuff you wear to ward off cold/heat.
then comes Apparelo and your head go nuts..
#9
General Discussion / Re: Clothing Slots
April 23, 2016, 04:50:32 AMQuote from: viperwasp on April 23, 2016, 04:13:55 AMThe wiki has the answer http://rimworldwiki.com/wiki/Clothing_Layers.
I have a question. I did a search of the forums and could not find an answer.
I'm wondering what clothing slots exist? Like to have the best set of clothing for cold weather for example. It seems some clothing replaces others
while some can be worn together. Can anyone explain the max amount of clothing items that can be worn at same time. Primarily interested in clothing slots that protect against weather. So I'm not sure if Armour vest even helps for that etc. Thanks.
#10
Outdated / Re: [A12d] Wastelander's Minor mods: Mending updated by skyarkhangel
April 22, 2016, 09:44:28 AMQuote from: Aristocat on April 22, 2016, 08:00:07 AMDoes that count as an update?
it's updated, check one of above posts
#11
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
April 22, 2016, 09:40:18 AMQuote from: Kadrush on April 22, 2016, 06:30:05 AMHas anyone figured out how to kill them effectively? They can even ressurect after a blown off torso. I have resorted to manually targetting my autocannon and avenger turrets on the dead bodies to try to destroy them before they come back to life again.
I dont mind to wait, still trying to save my colonists from a12 human ressurecting terminators...
Hint. burn the bodies before leaving the game, when you reload any terminators boddies left behind will ressurect. Not funny when you are the one to bring 7 terminators inside the base along with their weapons (true story).
#12
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
April 20, 2016, 01:09:53 AM
The hyperloom is missing the bill to make interactor cloaks.
edit: Is it possible for me to add it myself? Seeing as you are busy for the a13 release and all.
edit: Is it possible for me to add it myself? Seeing as you are busy for the a13 release and all.
#13
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
April 15, 2016, 03:36:11 AM
I just noticed the mechanoid terminators were replaced with human ones. They are easier to take down but they go back to life and fight back again by picking up the gun they dropped.
#14
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [07.04.2016]
April 11, 2016, 08:55:55 AMQuote from: knainoa on April 10, 2016, 04:21:49 PMI also had this problem before. It happens when I send my colonists on a mission, save and then load before the mission finishes. The game just forgets about the mission and the colonist ends up missing.
Hi! I sent three of my colonists to help some lady whos sister needed to be freed from slavers, and I forgot to read how long it takes. It's been about 20ish days without my three colonists. Is this normal? When will they return? Or did the game just eat my colonists
#15
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.5: Cataclysm [Github source]
April 04, 2016, 11:31:53 PM
Do all escape pod events end up with abominations? Coz I feel like rescuing/capturing them has become pointless now.