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Messages - Near

#1
Mods / Killface's mods?
January 07, 2017, 07:03:45 AM
for some reasons i cant seem to find killface's mods since A16 in the forum (namely facialstuff and storage search). Did he delete his account or something?  :(
#2
General Discussion / The power of dislike women trait
September 25, 2016, 04:32:37 AM

#3
General Discussion / Re: How does passive cooler work?
September 07, 2016, 12:58:42 PM
ah thanks. didnt know that passive cooler is a fictional name  :P
#4
I never saw you before steam release. it seems like steam has brought us some good new modders as well :D
#5
General Discussion / How does passive cooler work?
September 07, 2016, 12:08:56 PM
is that thing even exist in real life? i cant find it on google..
#6
I think you should move this topic to the mod section because it will get more attention there.
#7
Quote from: Orion on June 14, 2016, 09:18:55 AM
Quote from: Near on June 14, 2016, 08:51:37 AM
Why don't you make a visitor zone. much like a home zone but the only difference is that you cannot delete or expand that zone. and faction will only angry if your visitors die in the visitor zone
Because then players can still kill them outside of this zone.
Of course if the player directly order pawns to kill visitors, the faction will always get angry. i just can't think of any sophisticated plan to kill visitors which doesn't involve some buildings (outside the visitor zone)
#8
Quote from: Orion on June 06, 2016, 04:38:29 AM
About people dying on your land - this is the only reliable way to prevent exploits. If it worked only in your homezone, players could just remove the homezone after locking guests in and wait until they die. Unfortunately I can't check for their exact cause of death. So other factions killing them is not something I can check for.

Why don't you make a visitor zone. much like a home zone but the only difference is that you cannot delete or expand that zone. and faction will only angry if your visitors die in the visitor zone
#9
General Discussion / Re: In the meanwhile..
June 14, 2016, 08:45:43 AM
Nothing much actually  :P. just when me and the tribals were having fun together, a warg decided that it's time to have some snacks. the moment happened so abruptly that it made me laugh.

the mini map is from the CCL. but note that after installing the mod you have to activate it by going to the menu -> mod help -> mini map and activate
#10
General Discussion / In the meanwhile..
June 13, 2016, 10:14:25 AM
#11
Outdated / Re: [A13] More Traits v1
May 19, 2016, 11:41:10 AM
Quote from: TheFlameTouched on May 19, 2016, 10:50:52 AM
In my original post I did say that some of them were more back stories than traits. This is due to me not being able to edit back stories. When I figure out how I will change it. However I do thank you for the suggestion!
This mod will make your life easier  https://ludeon.com/forums/index.php?topic=18615.0 :P. sorry, didn't read your original post, usually when i go to the mod thread i just jump straight to the download link  ::)

Quote from: joaonunes on May 19, 2016, 10:56:10 AM
Quote from: TheFlameTouched on May 19, 2016, 10:50:52 AM
In my original post I did say that some of them were more back stories than traits. This is due to me not being able to edit back stories. When I figure out how I will change it. However I do thank you for the suggestion!

SOME of them, yes. For example, Born Hero and Animal Lover aren't really backstories... People don't say "when I was young I decided to work as an animal lover/born hero" :P Not really part of the history of the person, more part of the person's characteristics, or traits.

it's just a label. if you change to animal volunteer then it would look more like a backstory :)
#12
Outdated / Re: [A13] More Traits v1
May 19, 2016, 10:13:56 AM
I feel like some of the traits are more like backstory (namely Born Leader, Hero, Animal Lover). If you want to make something that change how skillful the pawn is, backstory is more suitable imo. trait is something that make you different among the others. Backstory is something that indicate how well you should be when you perform specific task because you have done sth related to it in the past.
Take a look at the animal lover trait. it makes pawn have +4 handling and -2 social. If you want to make a pawn who really love animal different from pawns who don't, i suggest you can make sth like this
Animal Lover
- +200% learning speed in handling
- Nuzzling animal give greater mood boost
- Have Negative Thought when eating meat
- When bonded animal die, pawn instantly go berserk. more severe mood drop and it takes longer to get over it
#13
Mods / Re: More Traits (Taking suggestions)
May 17, 2016, 03:52:05 AM
Strong:
- Reduce speed penalty when wearing apparel
- Increase fist damage
- A normal healthy pawn with this trait can haul 100 units
- Get hungry quicker than normal pawn
Weak:
- Increase spped penalty when wearing apparel
- Decrease fist damage
- Can only haul 50 units at max
Tough:
- Increase body parts hitpoint
- Increase pain threshold
- Increase immunity speed
Fragile:
- Reduce body parts hitpoint
- Reduce pain threshold
Sexy:
- Permanent +40 opinion from other pawns
- Increase attractive score (idk what thats called)
Rapist:
- Permanent -50 opinion from other pawns
Unstable:
- A trait that make pawn randomly go berserk
Asshole:
- More slight and insult than abrasive
- Greater mood drop to other pawns when interacting with him/her
Stupid:
- Opposite to too smart
- Stupid and too smart hate each other
Retard:
- -80% Learning speed
- Too smart just cant stand retard (make them fight)
Procrastinator:
- Joy derive quicker
Hyperthymesia:
- Disable exp drop
- Slightly increase learning speed
Just:
- Dont care if pawn is sexy/beautiful/ugly/disfigured
- Permanent +10 opinion from other pawns
Survivor:
- A better heat lover and cold lover
Pyromaniac:
- Randomly start a fire
- Mood boost when near fire
Allergic to X
- +90% Chance to get poison when eating X
Bysexual: self explain
Autistic
- Disable social skill
- Cannot talk (idk maybe modify their jaw so that they can only eat but cant speak)
- +90% Learning speed
#14
Mods / Re: More Traits (Taking suggestions)
May 15, 2016, 09:47:17 PM
Quote from: TheFlameTouched on May 15, 2016, 01:07:05 PM
Alright, so I'm slowly working on trying to get a few more traits available to use, just for some more variety, and while I have plenty of ideas that I'm willing to try and implement, there's no way I can think of all the ideas you can come up with. So if there are any traits you'd like to see, let me know and I'll do my best to add them.

You may want to see this https://ludeon.com/forums/index.php?topic=5690.0
#15
General Discussion / Request: Draw this prisoner
February 09, 2016, 01:37:53 AM
hi everyone. im having trouble imagining this dude if he ever exists in real life. can somebody with enough talented in drawing help me?

FYI: he's one of my sandbags i use to level up my colonists melee. thanks to him my colony has a godlike melee and a godlike doctor :^)



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