![]() ![]() the little white marks create some lag if there are too many points close to each other. Like this more compact storage is always welcome.Ĭan we get the option to turn off the field display. Stored items are stable, nothing extraordinary should happen if stockpiles/warehouses lose power or get screwed by a solar flare. I have an idea where to fit it, but I'm not yet sure if it's possible but I'll look into it. It doesn't care about items being forbidden, but it will unforbid them if they get stored. Quantum stockpile checks if the item is wanted by the stockpile first. It's a separate "mod" because other mods I plan to make are going to use things I already made, and I'd rather not make several libraries with redundant functionality, so I chuck most of the stuff into core. What happen on a solar flare, does you got a Quantum bomb, since so many items share the same physical space or does the items spread out around the pad ? :-) 1 field for solar panel, 1 for storage.Įrrr i didn't got a solar flare since i used these so far. Maybe another research step for more stacks ? :-)Īt moment are 8 stack, thats 600 standard items for one field. Quote from: Canute on March 10, 2015, 10:37:15 AMĪ question to the gather mechanic of the storage ?ĭoes the pad gather all the items next to it, or only these items are for the stockpile the pad stands on it ? 30.10.16, Chinese translations (thanks duduluu), small fix for RT Quantum Storage.25.07.16, Bugfix for RT Solar Flare Shield.05.05.16, Bugfix for RT Quantum Storage.29.04.16, Bugfix for RT Solar Flare Shield.21.04.16, Fixed up, polished, re-released.I will not provide technical support to packs, unless it strikes my fancy, but if there's a variable in my mod that should be exposed to configs yet for some reason isn't - it's entirely possible to convince me to fix that. As long as proper attribution is maintained, of course.Īlso, it would be courteous if you notified me and other players of such an inclusion via this thread, however that's entirely up to you. If you want to translate one of my mods, please create a translation mod.Ĭonsider this note my explicit permission to include any of my mods to non-commercially distributed packs, and to modify whatever files you may need to. Unzip the contents and place them in your RimWorld/Mods folder.Just go to “data_final\pc\ingameeditor” game folder, delete igepack.dat file and rename igepack.dat_ to igepack.dat. But don’t you worry, you can easily fix it in a second. So when you install the game with in-game editor selected, one file is not renamed properly. I’ve made a small mistake in my installation script. virtual) required for installing this repackĭOWNLOAD (torrents, magnets, direct links) fitgirl-repacks.site! ![]() Use "Language Selector.exe" in game "bin" folder to change the menu language, subtitles and audio settings has to be changed in game optionsĪt least 2 GB of free RAM (inc. HDD space after installation: up to 43 GB (~49 GB during installation) Installation takes 20-40 minutes (depending on your system and selected components)Īfter-install integrity check so you could make sure that everything installed properly Significantly smaller archive size (compressed from 43.5 to 15.5~32.8 GB, depending on selected components) Selective Download feature: you may skip downloading and installing of in-game editor files and voicepacks you don't need Game version is v1.4 (v1.2 in game menu is developer's mistake) ![]() Based on Far.Cry.5-CPY ISO release: cpy-fc5.iso (46,657,067,008 bytes)ġ00% Lossless
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