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Just edit the About.xml file to 1.5 and you are good to go.
I can confirm it works on vanilla hidden conduits.
Vanilla conduits are built with uninsulated cables, hence are vulnerable to the bzzzt event, however all other types of conduits (undergroun conduits for instance) use insulated cables, explaining why they don't allow the bzzzt event.
The Rich Explorer
The Mechanitor
There's more from popular mods but I think those are the base game/DLC ones where it makes sense.
The Sanguophage is a toss up between having them or not, as you supposedly "barely escaped' someone who was hunting you before coming to the rimworld, but you do start with some steel and components and electricity research, so I guess adding some cables would make sense, though it should probably be a lower amount than in the other scenarios.
- Added 75 cables in the crashlanded start items list.
- You can extract a few cables from a batch of components.
Another idea could be breaking down components into wires at around 10 wires per component.
Or I guess you could just add cloth to the starting resources.
Otherwise, as is, in the early game you're locked behind growing some cotton or getting chemfuel production before you can make cables, despite being able to construct other more complex electrical devices.
- Added patches for : Rimforge power poles/Rimforge, Geneforge, Akeron - Decorations, Bill Doors' Plasma Weapon
Do you have a github?
Thank you!
https://steamproxy.net/sharedfiles/filedetails/?id=1735421319
- Added patches for : Fortification Industrial - Citadel, Milk pipe network, Dubs Central Heating
- Fixed a few bugs
Either that or I have the wrong mod (most subscribed under that name)
Changing the target ThingDef to MUR_SubsurfaceConduit fixed the issue
@evytb Only a matter of time
@Fumblesneeze already done
I love the idea. More please?
Also nice touch with the grave on the last screenshot !
Milk Pipe Network
Thanks