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Messages - Kabloey

#1
Mods / Re: [Mod Request/Idea] Technical Pacifism
October 12, 2020, 06:44:40 AM
Quote from: Canute on October 12, 2020, 03:34:01 AM
QuoteGeneral additions:
- Madhunter animals will refrain from attacking pacifist colonists (and outright ignore some other) if there's other non-pacifist colonists available
Welcome Chicken's at your colony. Feel free to fill your need with the gras at your south side.
Ouch what you doing i am pacifist, ouch stop that, ouch ouch ARGlll......

Chicken1: did you know what these big thing want ?
Chicken2: no clue i don't understand them anyway, and currently i am MAD against all of them.

Btw. Manhunter not Madhunter :-)

Me is sorry that me forgot word thing, English is no me first language yes yes, pls am sorry
#2
Mods / [Mod Request/Idea] Technical Pacifism
October 12, 2020, 02:58:47 AM
A (not-so) simple-ish idea involving the idea of pacifism and trying to find a way to make them more justifiable and useful than just spare organs, my idea involves giving pacifists new unique traits, each of them can only have one of these.

General additions:
- Manhunter animals will refrain from attacking pacifist colonists (and outright ignore some other) if there's other non-pacifist colonists available
- Minor walk speed boost for every pacifists (unless stated otherwise)
- The addition of rarer offshoot traits to the classic Pacifist trait.

Pacifist (Engineer)
"{Name} has been hardened by the harsh realities of this world, and while remaining steadfast to his/her ideals, decided that if these brutes still wishes to attack them, then he/she would not hesitate to make them regret stepping foot upon this place"
Fighting is completely disabled
Faster (and better) construction skills
Faster turret/mortar operation
Moderate mining skill boost
Minor crafting boost
Minor intelligence boost


Pacifist (Beastmaster)
"{Name} has been hardened by the harsh realities of this world, and while remaining steadfast to his/her ideals, decided that if these brutes still wishes to attack them, then he/she will watch them be mauled by {Name}'s pack."
Fighting is completely disabled
Manhunter animals will outright evade this colonist (and if they're the only human pawn around, would simply wander around until it fell unconscious)
Boost to animal taming/handling
Big boost to animals stat (allowing the colonist to tame most (if not all) animals)
Minor intelligence boost


Pacifist (Jaded)
"{Name} has been hardened by the harsh realities of this world, and while remaining steadfast to his/her ideals, has been much more bitter compared to his/her past self, but became much stronger in will for it."
Fighting is completely disabled
Decrease in social impact and more likely to insult others in social interactions

Minor boost to every other skills (except social)
Receives less mood boosts and drops than anyone else (and thus, won't mind cannibals, colonist death and organ harvesting for the most part)
It is hard to make this pawn happy, but it is even harder to make them break


Pacifist (Medic)
"{Name} has been hardened by the harsh realities of this world, and while remaining steadfast to his/her ideals, now decided to work harder to make sure that everyone lives."
Fighting is completely disabled
Much higher speed boost
Big boost in medical skills
More likely to succeed in medical operations
Minor Intelligence boost


Pacifist (Blacksmith)
"{Name} has been hardened by the harsh realities of this world, and while remaining steadfast to his/her ideals, decided that if these brutes still wishes to attack them, then they shall face the powerful armaments of {Name}."
Fighting is completely disabled
No speed boost (and the one from General Additions is outright null)

Big boost in crafting skills
Minor construction boost
Faster item crafting
Minor intelligence boost


Pacifist (Leader)
"{Name} has been hardened by the harsh realities of this world, and while remaining steadfast to his/her ideals, decided that if these brutes still wishes to attack them, then they shall face the united armies bound under {Name}'s name."
Fighting is completely disabled
No speed boost (and the one from General Additions is outright null)

Big boost in Social skills
Higher social and trade impact
Prisoners gain a minor mood boost when interacted by this colonist
Minor intelligence boost


Pacifist (Scientist)
"{Name} has been hardened by the harsh realities of this world, and while remaining steadfast to his/her ideals, now decided to assist others in elevating themselves into knowledgeable highs."
Fighting is completely disabled
No speed boost (and the one from General Additions is outright null)

Much higher Intelligence boost
Minor social impact boost
Has a chance to receive an "Eureka!" inspiration which gives minimum 100 points into research


Pacifist (Psion)
"{Name} has been hardened by the harsh realities of this world, and has been gifted with a powerful psychic ability to coincide with it, further boosting his/her own touch with nature."
Fighting is completely disabled
No speed boost (and the one from General Additions is outright null)

Big boost in Social skills
Minor social and trade impact boost
+80% Psychic sensitivity (stacks with other (positive) psychic sensitivity traits)
Minor animal stat boost
Manhunter animals will outright evade this colonist (and if they're the only human pawn around, would simply wander around until it fell unconscious)
Minor intelligence boost



Pacifist (Gandhi)
"{Name} has been hardened by the harsh realities of this world, and has ascended beyond the petty squabbles of this world, his/her knowledge and skills is absolute, and for some reason anything he/she touches became lethal beyond belief."
Fighting is completely disabled
Absolutely Rare (can only be found through the "Imprisoned Wiseman" event)

Moderate speed boost
Moderate boost to EVERY SKILLS
Hostile animals (manhunter or otherwise) outright refuse to touch anyone nearby this pawn
Absolutely broken beyond belief


Tell me on what you think, I sadly have no time/energy to work on such mod, but if you're looking to go with this idea, feel free to work on it.
#3
Mods / Help me find a mod?
June 12, 2020, 08:41:58 PM
I forgot what the mod was called, but it was a utility mod.

Basically, what it does is that it will (try to) make most mods compatible with each other by turning them into an ASS format.

I believe it was called RimAssembly or something, but my memories has been rusted badly, and all I can find on google are car parts.
#4
Releases / Re: [1.0/1.1] Early Times mod
May 05, 2020, 01:39:39 PM
Hey, did this mod removes the brewery?

If so, then it is completely incompatible with VGP, particularly Garden Drinks, because that mod requires you to have a brewery to make the other precursors.