Hope this mod gets updated! It really made Alpha 13 barrable for me.
Edit: Thanks for the reply
Edit: Thanks for the reply
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Show posts MenuQuote from: NuclearStudent on November 18, 2015, 07:12:12 PMYes that was what I was going for. I understand what you met Livingston. I agree that those Roles should be completely unable to do the jobs that they cant do but for Medieval lords and the like, they need to suck it up.Quote from: Livingston I Presume on November 17, 2015, 07:31:11 PM
Remembering that some people are literally incapable as they can't, not just won't. Forcing an empath to attack someone for example, he would rather leave your colony or become dazed if he even spent too much time thinking about it. And people are incapable for a large array of reasons, from sociel engineering, horrific upbringings and many other things. A Vatgrown soldier is incapable of care because he literally cannot understand the idea of helping strangers, it's just so alien to him, if you asked him to doctor he wouldn't know where to begin, I think the current system works better, but if there was to be a mood debuf it should be at least -25 and has a chance of causing and instant break.
That's for extreme situations. However, people like Medieval Lords are perfectly capable of cleaning. Even if their culture frowns on them doing manual labor, they can't all be so stupid as to refuse to grin and bear it.
Quote from: Ninefinger on April 19, 2015, 05:39:16 PMIve fixed it. I before only deleted the part of the lifespan timer,( The part that tells how many steps the object lives) and left outQuote from: bluestrike15 on April 19, 2015, 05:13:22 PMQuote from: Ninefinger on April 19, 2015, 02:43:51 PMWell in the last update, deleting it made those objects stay indefinitely.Quote from: bluestrike15 on April 19, 2015, 01:55:20 PM
Having a problem with the alpha 10's version, I deleted the lifespan part of the code from the torch and the campfire and now they disappear a few steps after being built.
Um so you removed there lifespan and are wondering why they disappear...?
You might have to try to change the number till you get a more desired result, there might be a max range on that number hard coded somewhere a long the line too idk, either in the mod itself, or in the core game, i know it is possible somehow to make it last forever, either by tweaking the numbers idk if a lower number means it lasts longer, if it does then setting it to 0 might do the trick, or you might have to make it a separate mod, and remove those two items form superior crafting all together, however i think that they last long enough specially since i dont really use them unless im going for super cold climate survival and even then if i increased them it would feel a bit cheaty especially if you only had to set one up and never have to worry about it again. but that is just me.
Quote from: Ninefinger on April 19, 2015, 02:43:51 PMWell in the last update, deleting it made those objects stay indefinitely.Quote from: bluestrike15 on April 19, 2015, 01:55:20 PM
Having a problem with the alpha 10's version, I deleted the lifespan part of the code from the torch and the campfire and now they disappear a few steps after being built.
Um so you removed there lifespan and are wondering why they disappear...?