Is it possible to change type of regime in the colony? Even with save editing or dev mode?
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#32
Mods / [Mod Request] Less animal sounds
January 08, 2018, 07:26:43 PM
Hello,
I am looking for a mod that would make animal sounds much less frequent. If you have a dozen you barely hear anything else (unless they are cute silent rabbits
)
Thank you
I am looking for a mod that would make animal sounds much less frequent. If you have a dozen you barely hear anything else (unless they are cute silent rabbits

Thank you
#33
Releases / Re: [B18] [PROJECT] Hardcore SK project v7: Sunrise
January 08, 2018, 05:31:01 PM
I bought a green wyvern, and to my suprise I found out it doesnt eat meat, but instead starts fires and that actually fill her food bar. Is that intended? So you just lock her somewhere up and give her a bit of wood she can light up? But then she sometimes ignites hauler bringing the wood in when she is hungry ..... Giving her a campfire did not help ...
Please offer me advice before I slaughter her :/ I like her ...
Please offer me advice before I slaughter her :/ I like her ...
#34
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
September 04, 2017, 08:40:35 PMQuote from: r4ky on September 04, 2017, 12:07:17 PM
anyone know how to make cigarios with tobacco please? i build each workbench without be able to find the good one ? or maybe it's a bug ??
Try primitive workbench.
#35
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
August 15, 2017, 07:32:17 PMQuote from: Exoray on August 15, 2017, 06:34:56 PMQuote from: Exoray on August 15, 2017, 05:10:16 PM
What do the blue locks on the research tabs mean?
Been playing for a fair few days now all of a sudden most research is locked saying I'm missing requirements, Even on some research that you can do from the start now have little blue locks?
I now know what happened, I had a research bench + Research terminal, my research bench got destroyed but when I made another bench it didn't register in the research tab that I had one.
Only when I deconstructed both the bench and terminal and built both again did it click
The terminal finished first then the bench after and again it didn't register, Fixed it by building the bench first then the terminal.
Not sure if its a bug
It is a bug but its only visual. As long as you have both research benches (+analyzer) you can research everything.
#36
Help / Helping storyteller to make extreme temperature raids
August 11, 2017, 04:40:10 PM
Hello,
just as topic title says, how can I help storyteller (via xml edits) with equiping raiders so he is willing to send some? I play in icesheeet with vulcanic winter. Summer temperatures around -70C, winter is around -130C. But noone comes to visit me
Thanks!
just as topic title says, how can I help storyteller (via xml edits) with equiping raiders so he is willing to send some? I play in icesheeet with vulcanic winter. Summer temperatures around -70C, winter is around -130C. But noone comes to visit me

Thanks!
#37
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
August 04, 2017, 06:30:02 AM
Quick question.
Any reason to use ammo with over 100% of armor penetration? For example, why would I use .50 BGM sabot (19 dmg 110% arp) vs .50 BGM AP-I (28 dmg 9 ignite 105% arp)?
Any reason to use ammo with over 100% of armor penetration? For example, why would I use .50 BGM sabot (19 dmg 110% arp) vs .50 BGM AP-I (28 dmg 9 ignite 105% arp)?
#38
Releases / Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
August 02, 2017, 06:55:47 PMQuote from: Haplo on August 02, 2017, 06:19:10 AM
Let a few ingame hours pass without using speed 3 and they should update
Thanks, I give it a try!
#39
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
August 02, 2017, 06:54:58 PMQuote from: Exoray on August 02, 2017, 04:30:19 PM
Totally a noob here but what's the best starting food? Jerky was before but now that has a process, I run out of survival packs pretty fast then have to live off bushes and what not. I have only just started using this mod as vanilla became easy, the guide is outdated so that was no help.
Be gentle
You have two options currently. If you have both meat and vegetables I suggest making pemmican. If you have meat only, salt all your meat, and roast only up to 5-10 meals (depends how many pawns you have).
But getting basic freezer should not be hard. Simple coal plant can easily power one, costs pretty basic resources, and on most maps peat is easily gatherable.
#40
Releases / Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
August 02, 2017, 04:54:03 AM
One more strange thing, I have several beehives together. One has 254/50 flowers in range, and two others, directly next to it have 0/50.
#41
Releases / Re: [A17] Miscellaneous w MAI+Robots (V 0.17.8 / 13.07.2017)
August 01, 2017, 07:02:17 PM
Quick question: What counts as flower for Beehive? I use Hardcore.SK, And have my hive between cotton, coffee and wheat fields. Also some random green grass etc. Still 0/50.
Thank you
Thank you
#42
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
August 01, 2017, 06:31:06 PMQuote from: Xenomacabre on August 01, 2017, 03:49:41 PMQuote from: Telgrom on July 24, 2017, 04:44:18 PM
Hi Valor thanks for the fast answer but it dont mean the fueled workbenches.. i mean the fueled heaters (which you can use before you develope an energysystem at winter for temperature perpose... they have no switch to let them burn ...
Also having this issue. I have it filled with fuel, and it just sits there being stupid and not producing heat. There's no way to turn it on or interact with it.
edit: sorry bout the double attachment
edit edit:
I found a workaround. I modified Buildings_Temperature.xml by adding <canAutoBurn>true</canAutoBurn> under the Building_Heater section (in the same manner as campfire). Still tho...
I never made a stove honestly, i usually use fueled lights in such case, so I get both light and heat. I find 2-4 to be enough for medium sized room. So cant help here.
#43
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
July 28, 2017, 05:54:48 AM
Two more observations/issues:
1. Making coffee (15 beans into 5 coffee) actually looses value (60 vs 40). I propose boosting price of coffe to 15-25 to encourage the production if you want just to sell it.
2. Wheat is ungratefull resource. Milling takes long time, mills small ammounts (10 wheat into 6 flour) and some recipes require as much as 100 flour (sweet buns). Some recipes also require static ammount of flour instead of nutrition value (bread).
I propose making an electric milling machine, that would have high quantity recipes (50 wheat into 30 flour?), and also boosting flour nutrition value to 0.02.
1. Making coffee (15 beans into 5 coffee) actually looses value (60 vs 40). I propose boosting price of coffe to 15-25 to encourage the production if you want just to sell it.
2. Wheat is ungratefull resource. Milling takes long time, mills small ammounts (10 wheat into 6 flour) and some recipes require as much as 100 flour (sweet buns). Some recipes also require static ammount of flour instead of nutrition value (bread).
I propose making an electric milling machine, that would have high quantity recipes (50 wheat into 30 flour?), and also boosting flour nutrition value to 0.02.
#44
Mods / [Mod Request] Scenario editor modification
July 27, 2017, 02:10:31 PM
Hello,
how hard it would be to add global stat modifier into scenario editor for Growth Time, Regeneration speed (healing treated wounds) and gravidity time? Anyone can point me into the right direction maybe how to make it?
Thanks!
how hard it would be to add global stat modifier into scenario editor for Growth Time, Regeneration speed (healing treated wounds) and gravidity time? Anyone can point me into the right direction maybe how to make it?
Thanks!
#45
Releases / Re: [A17] [PROJECT] Hardcore SK project v6: Endevour
July 24, 2017, 11:09:19 AM
Bug/issue report:
All weapons dont nearly reflect in price the base components required to make them. This is also true for all "Shotgun components, sniper components, weapon parts" .. etc.
Weapons should be much more pricier, usually 10* the current value
All weapons dont nearly reflect in price the base components required to make them. This is also true for all "Shotgun components, sniper components, weapon parts" .. etc.
Weapons should be much more pricier, usually 10* the current value