There's a few things to bring up after using this for a while.
This mod has been a real balancing on the fence sort of deal for me. I've so nearly uninstalled it so many times. Though I haven't (yet).
1. The thief is bugged or at least the invisibility is.
a) The thief becomes visible but cannot be clicked on when spotted.
b) The thief can be seen by Wild animals. (The last one was eaten by spiders)
c) After being spotted the thief vanishes when attacked. He becomes clickable at that point but if he is holding your loot then that becomes invisible and then drops on the floor. (Single stack Items don't all have text below them either so they basically vanish until you reload the game).
d) His corpse remains invisible.
Personal Notes/Opinion:
1. I don't see any reason for the thief to be invisible in the first place.
2. I certainly don't see a good reason for him to stay invisible in a brightly lit hallway with a colonist at each door and nothing to hide behind.
a) Maybe make his visibility dependent on if he can be seen by a colonist altogether and then increase his chance of staying invisible if he's beside a tree or bush or standing in crops or something.
3. To be more clear on my first point. Since the game doesn't notify you of his presence and he can't be selected I find it hard to find him even after someone spots him. The fact that the game notifies you to where he is when spotted makes sense as if you didn't spot him yourself you can then locate him by clicking the message.
It just feels broken and he showed up and stole my handful of components 3 times in a row within the first 10 minutes of starting a save. I ended up just giving myself double components to get past that first event. It feels really unbalanced as it is. There is no reasonable way to deal with it like you need to be doubly lucky, lucky enough to get within visible range and lucky if he becomes revealed. But even eliminating the lucky to get within visible range still leaves the frustrating lucky if he becomes revealed. It seems to me that a thief isn't going to get past an open area surrounded by turrets with a single entrance and no cover for 20 blocks but hey there goes most of my glitterworld medicine I just payed for.
I haven't encountered the rest of the incidents yet except for the sabotage one. Never found out who it is though. Though I don't know if this is intended but I think I watched my ONLY colonist break his own shit and then repair it right away after. Is it possible for your only colonist to be a sabateur? Or was this just a coincidence?
This mod has been a real balancing on the fence sort of deal for me. I've so nearly uninstalled it so many times. Though I haven't (yet).
1. The thief is bugged or at least the invisibility is.
a) The thief becomes visible but cannot be clicked on when spotted.
b) The thief can be seen by Wild animals. (The last one was eaten by spiders)
c) After being spotted the thief vanishes when attacked. He becomes clickable at that point but if he is holding your loot then that becomes invisible and then drops on the floor. (Single stack Items don't all have text below them either so they basically vanish until you reload the game).
d) His corpse remains invisible.
Personal Notes/Opinion:
1. I don't see any reason for the thief to be invisible in the first place.
2. I certainly don't see a good reason for him to stay invisible in a brightly lit hallway with a colonist at each door and nothing to hide behind.
a) Maybe make his visibility dependent on if he can be seen by a colonist altogether and then increase his chance of staying invisible if he's beside a tree or bush or standing in crops or something.
3. To be more clear on my first point. Since the game doesn't notify you of his presence and he can't be selected I find it hard to find him even after someone spots him. The fact that the game notifies you to where he is when spotted makes sense as if you didn't spot him yourself you can then locate him by clicking the message.
It just feels broken and he showed up and stole my handful of components 3 times in a row within the first 10 minutes of starting a save. I ended up just giving myself double components to get past that first event. It feels really unbalanced as it is. There is no reasonable way to deal with it like you need to be doubly lucky, lucky enough to get within visible range and lucky if he becomes revealed. But even eliminating the lucky to get within visible range still leaves the frustrating lucky if he becomes revealed. It seems to me that a thief isn't going to get past an open area surrounded by turrets with a single entrance and no cover for 20 blocks but hey there goes most of my glitterworld medicine I just payed for.
I haven't encountered the rest of the incidents yet except for the sabotage one. Never found out who it is though. Though I don't know if this is intended but I think I watched my ONLY colonist break his own shit and then repair it right away after. Is it possible for your only colonist to be a sabateur? Or was this just a coincidence?