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Messages - lilymortis

#31
Outdated / Re: [A13] More Traits v1.2
May 24, 2016, 01:43:03 PM
Yippee!
#32
Outdated / Re: [A13] More Traits v1
May 20, 2016, 04:12:37 AM
Quote from: macked901 on May 19, 2016, 08:40:13 PM
I've started several new colonies to see if I can figure out what I'm doing wrong. Can your first three colonists have these trait? Will the traits show up if I spawn pawnsin development mode?

I had this problem when I extracted with winrar. Go into the mods file and click on the traits folder and open it. The folder is called something like "Traits.v2" and inside that is another folder called "Traits". You need to take "Traits" out of the "Traits.v2" folder and put it into the Mods folder. 

I'm not sure I've explained that very well, but it's worth looking at.
#33
Outdated / Re: [A13] More Traits v1.1
May 19, 2016, 03:01:58 PM
Yeah, I know that, I was starting a new colony today anyway and then got sidetracked thinking up new traits...
#34
Outdated / Re: [A13] More Traits v1.1
May 19, 2016, 02:23:36 PM
And I am going to make a new colony and try the current mod out. :D
#35
Outdated / Re: [A13] More Traits v1
May 19, 2016, 01:30:03 PM
I love this mod, some suggestions for you;
Comedian, opposite to abrasive, gives others a mood buff.
Weightlifter; mood boost from hauling
Allergic; mood loss from plants and animals
Outdoorsy; mood boost from being outside, loss when inside +growing skill
Vegetarian; mood loss from eating meat, boost from animals and +animal handling skill
Party Animal; + social skill, bigger mood boost from alcohol, -work speed
Mother Hen; likes to look after people; +social +cooking +medicine
Slob; increased filth rate, cleaning disabled, - cooking, - work speed
Creative; likes to make things, mood boost from making art, +crafting, +art +cooking +research -social -shooting -melee -work speed
Hippy; +growing +animals +art +crafting, shooting and melee disabled
Macabre; unbothered by corpses/ cannibalism,+research -social, mood boost from seeing a corpse
Chatterbox; +social -work speed, bigger mood boost from socialising
Half-assed; rushes through everything and believes fast is better than done right, +work speed +move speed -cooking -construction -art -crafting -research -shooting greater harvest fail chance
Religious, their faith keeps them strong; permanent mood boost, shooting and melee disabled, -mental break chance
Weirdo, no debuff from prisoners sold or harvested, no mood debuff from corpses -social +research +art mental break threshold +50
Lover; +social -shooting -melee big mood boost from social interactions, bigger boost from lovin'

Can you change the relationships? The traits from Lord Fappington's romance mod would be perfect with yours, so, in a similar vein to that mod...
Wandering Eye; greater chance of having affairs/ break ups
Lonely; mood loss when not in a relationship
Bed-hopper; chance of very short relationships
Commitment Phobic; will have relationships but will refuse all marriage proposals
Flirt; woos more often, +social





#36
Here's what I do, (and I always play knowing I'm going to be hit with toxic fallout at some point), first of all I plant crops around the geysers, and then wall them off. This saves my crops being burnt by raiders and eaten by wild animals, also means I can roof them off in winter and carry on growing. My only bug bear with sunlamps is that if you unroof and forget to dismantle them, they explode in the rain. I'd like to see outside versions. If I've got indoor space that I've not put flooring on, sometimes I'll stick a small crop in these places too.

I'll set an inside zone for the colonists and tamed animals, once someone gets minor toxicity, they'll be restricted. If I'm on a biome with big game, I will keep a close eye on them dying off and will collect the corpses. None of my colonists have ever died from eating their meat (I play on freeplay or basebuilder, so I don't know if it changes at higher levels).

I build outside, though I like to play on mountainous and build between them, I can't be fagged with bug infestations, so I'm careful not to cause any if I can help it. I once built an actual hamlet, with colonists having little houses, which looked really pretty until toxic fallout. I was racing around building walls and pillars for days whilst keeping one eye on colonist medical tabs. Not fun, these days I try to connect everything up so it can be roofed off very quickly.
#37
I'm having the same problem as Chris with being unable to place ceiling and wall lights. I love the windows though, lovely mod.