Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - LanMc

#91
Outdated / Re: [MOD] (Alpha 10) Glassworks IX
June 14, 2015, 04:31:36 PM
Quote from: iWilliBlecha on June 13, 2015, 03:07:23 PM
Will we see a version for Alpha 11?

I hope so, I really like this mod!!!
#92
+1 I would like all events to be logged so in case I miss something I can go back and figure out what happened. 
#93
Ideas / Re: [Poll] What would you like for A12?
June 11, 2015, 06:22:32 PM
Wow, only two?  Well, ok, but I think all of them are pretty nifty.  Thank goodness for mods!!! 
#94
+1 - I love the idea of alternate endings.
#95
Quote from: nmid on June 02, 2015, 01:35:02 AM
Hi,
Thanks for this mod.. I have read the last 4 pages and see you have updated your mod to solve the many colonists talking/recruiting to guests at the same time which could lead to them getting stuck.
Nice.
I am using the version that's in ninefinger's Overhaul modpack.
The problem I'm facing is that even though I'm getting a successful recruitment message (and the corresponding fall in faction goodwill), the new recruit doesn't join my colony but stays as a part of the other faction.

This is for the IGDB faction, so could that be a reason?



Were they from a Trading party - that could have been added by using Miscellaneous w MAI?  I saw that Ninefinger had added it to his mod pack... 

I have had this issue arise but only when trying to recruit a pawn from the trading group.  And it didn't happen every time. 

Hope this helps.
#96
Ideas / Re: Cleaning Robots
May 16, 2015, 03:13:30 PM
There is a mod that allows you to purchase cleaning and hauling bots, they are small, somewhat slow, and a bit pricey, but they work amazingly well

It's Miscellaneous w/MAI

You might want to check it out - they are brand new to the mod Haplo just added them with his last update:


Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.3 / 14.05.2015)

Hope this helps...
Lan
#97
I like your idea!
#98
Quote from: Ninefinger on May 14, 2015, 11:38:59 AM
what research needs to be finished for her to be fully programmed?

When researching MAI's you have to literally research every job you want MAI's to do.  So if I want mine to be able to craft and cook, then I have to research both of them before I build her.  If I want her to be able to do everything - short of caring/social then I have to research everything before I build her.

It's a lot of research - but IMO it is well worth the effort!  I can't live without my Pookie (Name I give my MAI.)

Hope this helps!
Lan
#99
Showing the love  --  Thank you, thank you, thank you!  I missed MAI terribly!!!  The cleaning bots sound awesome too!!!

Looking forward to the new incident anomaly too. 

Going to install this right freaking now!!!
Lan
#100
Ideas / Re: carving art into wall blocks
May 12, 2015, 01:29:30 PM
This would be cool.  As long as it adds beauty (if it is a decent sculpt that is...) I would be happy.

Anything for more beauty.
#101
Mods / Re: [Mod Request] Relationships
May 08, 2015, 09:28:12 PM
Quote from: Skissor on May 08, 2015, 06:03:42 PM
Quote from: Graphical on May 06, 2015, 04:11:59 AM
Can someone make a simple mod where there is a mood boost instead of a minus for sharing bedrooms?

Ok, here ya go, they now feel loved when sleeping together, cute little change in a def. Keep in mind that this is actually a huge nerf for the game, it makes some things much easier,

Bedroom Love Mod

Cool I will give this a try!!  Thanks!!!

Lan
#102
Quote from: userfredle on May 07, 2015, 08:32:52 PM
Hey love the mod, my only issue is i personally find its recipes way to OP and cheap, i build 2 every time just cuz i feel like im cheating the game a bit too much, i really think there could be more of both plasteel and regular steel requirements for just about everything, currently the cost of buying all the parts compared to the bionic, also teh convenience of having any bionic i want at all times, is 1/4 - 1/5 What it would cost to buy the actual bionic from the trader.

Just a thought for added vanilla - ness

Just wanted to weigh in on this...  I like it the way it is.  I honestly don't want it to be harder to make them.  Plasteel doesn't come easy or cheap unless we use mods for it.  This mod eased up the base game a bit by allowing us to create the prosthetics - which, yes, are very expensive to purchase and way out of any budget range especially during the earlier stages in the game.  Plus it takes time and energy to research all of them, that adds enough difficulty if you ask me as I am typically struggling to get research done...

So my vote is no, don't change it, please?  Or at very least give us the option of two versions: one more challenging, one basically the same?

I like being able to fix my colonists after they've been ravaged by a rampaging horde, (ok, it was only 2, not much of a horde, I know...), of rapid squirrels that somehow ate off my pawn's leg, took an arm and left her with only one good eye!!  Preferably without breaking the bank, or having them languish in bed until I can afford to buy the materials needed, (still happened... research can take some time...) or wait on a trade ship that sells them and hope I have enough of everything to be able to trade in order to afford them and not have everyone starving through the winter... (I didn't... I had to wait for the research and then build up enough plasteel and steel to make what she needed. I gave her a peg leg just to get her out of bed.  She was not a happy pawn!  Eventually however I was able to construct the better bionic parts (not top of the line upgraded ones, but hey... beggars can't be choosers, ya know?) she was much happier after that!)

Please help me keep my pawns happy?
Lan
#103
Mods / Re: [Mod Request] Relationships
May 06, 2015, 04:27:25 PM
Quote from: Graphical on May 06, 2015, 04:11:59 AM
Can someone make a simple mod where there is a mood boost instead of a minus for sharing bedrooms?

Thats really all I'm asking for - don't have enough time to figure it out myself.

BTW, there really is no ACTUAL mod for relationships between people. Well, there is, but its a crappy sex mod.
If someone could make a simple passive mod where pawns like being together, sharing bedrooms that would be amazing.

With the joy system now in the game, it feels like the colonist's emotions matter a lot more, so this makes a lot of sense.

I love this idea!!!  I would like to see my colonists finding love.  And there could be drawbacks too if someone they cared about got sick or died. 

Lan
#104
Quote from: Tiolas on May 05, 2015, 07:00:44 AM
Curious about people's thoughts on this.

Basically:

  • Able to harbour visitors to your colony in colony-built (or assigned) beds.

  • Able to place a stockpile and dictate whether visitors can have access to it.

  • New Random Event. Have a visitor make an offer to join colony. Unlike having some random person join, they come to your colony and you can choose whether they join or be refused entry. *Alternatively, visitor(s) may pledge their interest on joining a colony if they are happy enough.

*Could also be possible to have an interaction option with selected visitors for colonists to 'Try and Recruit'. This could cause a slight decrease in faction relations every time it is undertaken by a Social/Wardening colonist.

I love, love, love these ideas!!!!

Lan
#105
I really love this mod!!  Does it work with 10 or will it be updated for 10?

Thanks,
Lan