Thanks. Hardcore SK more then usual modpacks... it changes the game.
Ok. I haven't played this mod and look later its capabilities.
Ok. I haven't played this mod and look later its capabilities.
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.
Show posts MenuQuote from: Richitos on May 18, 2015, 01:07:33 PM
Hello i have steam energy but my colonist dont filling up the hopper WHere is the problem? I have wood and fuel but energy doesnt work and colonist dont filling Hopper ,I tried all rotation here is screen. http://s2.postimg.org/t6zqn6c6h/rim.png
Quote from: Daman453 on May 17, 2015, 11:29:37 PM
Chem lab cost rubber and plastic and then my crafter needs one more level for the drill head
Quote from: Daman453 on May 17, 2015, 06:34:06 PM
How to make rubber and plastic? I have the lab thing to make the bills for it...
Quote from: Uglyr on May 17, 2015, 03:27:20 PM
Hm... Your answers always amuse me. First I though it's about your bad english. But when you are asked about Hops-Brewery and you answer about Xerigium-Medicine... I don't know what to think except "Наркоман штоле?"
Quote from: Boulway on May 17, 2015, 01:40:44 PM
Hi there,
I really love the Modpack. But i encountered one issue with hops.
I researched Agriculture to Lvl2, Medicine and Brewery but i can not find Hops in the Growing list.
Is it hidden in another research or is it a bug?
Best Regards,
Boulway
Quote from: Boulway on May 17, 2015, 01:40:44 PM
Hi there,
I really love the Modpack. But i encountered one issue with hops.
I researched Agriculture to Lvl2, Medicine and Brewery but i can not find Hops in the Growing list.
Is it hidden in another research or is it a bug?
Best Regards,
Boulway
Quote from: Mastergannel on May 17, 2015, 12:50:01 PM
Loving the modpack so far, but I'm getting an issue where the letter on the right makes the noise and I see it fall briefly and then disappears. Anyone else having this issue? I have done a clean install and updated Hospitality to the latest as there was an issue with that one, but I can't see that being a problem.
Quote from: pajok on May 17, 2015, 07:54:46 AM
Hi!
There was a mod for A7 ,"Custom Events " https://ludeon.com/forums/index.php?topic=3859.0
Can you refresh it and use in this pack?
It was fun.
Quote from: huskinater on May 17, 2015, 05:37:33 AM
Already had about 2/3 of the mods, so may as well give it a shot. Going to play 1.1, because I am completely unfamiliar with the mods from 1.2. Glad to see Darkness and Caveworld Flora worked together, they make the dark so pretty
Also, a suggestion: add in The Finer Things Mod. Probably have to patch it to fit in nicely, but is fun to play with.
Quote from: Uglyr on May 16, 2015, 04:14:42 PM
What trade? Is there another way other than with console and beacon? Or is there another way to build them without chips? Or is there another way to get chips without silver?
For me it's like a question "What was earlier: chicken or egg?". Meaning I need both, but have none and can't get one without other.
Quote from: Rikiki on May 16, 2015, 06:40:21 PMQuote from: Delekhan on May 16, 2015, 04:09:25 PMThis is coded in the dll part of this mod.
This won't work with the walls from Superior Crafting. They're considered different from the Vanilla walls since they upgrade themselves with research.
How do I make the alert speaker attach to modded walls?
You must modify the Building_AlertSpeaker.CheckIfSupportingWallIsAlive function. Add an additional check on the Superior Crafting wall definitions (it currently checks the supportive wall is a vanilla one or a natural block).
Here attached is a dll which *should* work.
I will however not support this version...