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Messages - Babuchas

#1
Mods / Edit tech level of individual technologies
September 16, 2019, 01:35:09 PM
Hi all! I am starting in modding, and I am looking for a way to edit the "tech level" of certain technologies, so they could be available (or not) depending on the tech limitation for the gameplay. For example, I might want to run an ancient times play, and I know there are mods that eliminate technologies above medieval era, but maybe there is a mod that adds som cool stuff, or building, or clothes, or something that I would want to use even when it is classified as "industrial". I would like to be able to edit what tech level every research has, both vanilla or added by mods, so a player can customize to the extreme what technologies would be available in a certain game.
Any idea? Is there any way to do this? Where should I start to look into to see or edit the tech level of a research?
Thank you!
#2
Ideas / Re: Gourmand seems unneccarily bad
September 16, 2018, 10:51:09 AM
Is it normal that they go on food binge even when att 90-100 mood? I thought that was just if on low mood, but 15 days into the game a gourmand pawn has gone on food binge 3-4 times, always att 90-100 mood. Is that normal?
#3
Ideas / Re: Your Cheapest Ideas
August 04, 2018, 03:00:23 AM
More joy objects. Right now it feels very limited. You end up with a pool table, poker table and a tv. That's it. It would be nice to add some extra, like arcades, or books (they don't read in 51th century apparently).
#4
Ideas / Re: Your Cheapest Ideas
August 04, 2018, 02:54:54 AM
Bridges made out of steel or stone, not just wood. It should be possible to do that in the 51th century I guess.
#5
Ideas / Re: Fence...?
August 04, 2018, 02:52:37 AM
I would love to see fences in vanilla too.
#6
I have seen that too, also a colonist on caravan.
#7
Yes, I know. That's what I am saying, even if I choose the option to just count items made of certain materials, it doesn't work. It worked fine in previous builds.
#8
In the tailor bench you can choose to count only clothes made of certain ingredients when choosing to make something (pants, t-shirt etc) until you have X. For example make devilstrand pants, but not pants made of with other ingredients. It worked fine in previous builds but now it considers all the pants, or t-shirts or dusters etc.. no matter what are they made of, and not just those made of allowed ingredients.
#9
Hi this is my first time writing something in the forum.
Difficulty> Cassandra rougth
biome> arid shrubland
time> 75 days
mods> none
time last 2 days> 8 h

For now I love 1.0, so many new things and so many improvements. There are 2 things that I think don't work properly>
1/ Cloths> In theory pawns should choose best clothes, and use those without player intervention. They don't, at least in my game. Its 35/40 degrees Celsius outside and some of my pawns keep using their parkas, when there are some fine dusters in the storage area. Then a cold snap arrives. Those who have dusters refuse to use some nice parkas that I have in storage, and develop hypothermia. So there is something wrong in how the pawns react to the weather conditions, because they don't seem to consider this when they choose their clothes, just quality and HP, but not environment.
2> Food policies> Pawns keep using different foods to train and feed animals in a random way. Sometimes they use hay or raw food, but other times they use simple meals, or pemmican, or even chocolate, even when there are plenty of raw food they could use instead, like corn or potatoes. So they seem to choose the food totally random, or I cant see any kind of logic in it.


I hope this can be improved somehow. I love the new 1.0, keep up the good work!