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Messages - IshOfTheWoods

#46
Quote from: LittleGreenStone on May 14, 2015, 04:41:28 AM
Edit: I'll modify it on my own, for if one takes, like, half the time and ingredients to make, but also gives less bonus, then there IS a point worth considering.
I checked out the source. The recipes for espresso and coffee uses the same amount of raw coffee, but making espresso takes longer (600 work vs 400) and produces less (2 cups vs 4). To make up for it, espresso has a stronger effect than normal coffee. I didn't look, but I imagine it's similar with the tobacco products. Now it would be great if only the item descriptions indicated this...
#47
Help / Defs Guide/Reference Chart
May 14, 2015, 06:26:40 PM
While working on a mod, I started making a spreadsheet to keep track of the new apparel I was adding, and it started turning into a reference/guide for apparel definitions (screenshot below).



A few questions:

  • Does a resource like this exist already? I checked the wiki but didn't see anything.
  • If it doesn't, is this something people would be interested in?
  • If people are interested, what do you think would be the best format? Spreadsheet like this, with a wiki page linking to the Google docs? How specific/generalized should each reference sheet be? This is just apparel, but should I expand it out to ThingDefs generally? Or have a sheet for ThingDefs Common, then separate ones for Apparel, Weapons, Resources, etc.?
  • Anyone want to help?
Thanks!
#48
Thanks for the mod! But I second the spelling fixes. Also, it would be great to see tea added in!

QuoteAlso, I might have missed it, but is there a reason to have a pack of "cigarsomething" and "cigarsomethingelse" too? What is the difference aside from the pack of cigarette giving less mood bonus than the Cuban cigar looking thing? Same goes for the coffee and...expresso, was it?

Just for the sake of variety...? I personally like it, but I could understand wanting a more streamlined version. Vodka, whiskey, sake, etc. are all functionally identical to beer, though I suppose those are at least made from different ingredients.
#49
Mods / Re: [Mod Request] Medieval Age
February 22, 2015, 06:20:40 PM
I've actually started playing around with this idea. I'm envisioning it as a multistep process: first remove everything high-tech, second expand low-tech/medieval stuff (industries, traits, factions), and finally to possibly add some fantasy elements (probably as an optional submod). I'm still early in removal phase, but if anyone else is interested even in just planning/brainstorming role, let me know.