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Messages - MarvinKosh

Pages: [1] 2 3 ... 115
1
I removed a brain from one prisoner and transplanted it into another prisoner to cure their Alzheimers.

It's all thanks to Jdalt's JABS mod: https://ludeon.com/forums/index.php?topic=37223.msg380838#msg380838

2
General Discussion / Re: Rapid aging
« on: Today at 03:14:13 AM »
If you find a useful prisoner who has rapid ageing, you can halt or slow the progress of the disease by giving them high-quality care.

You can reverse the effects of ageing entirely if you administer a youth serum (available as a quest item).

In previous versions of the mod, the ageing was instant and there was no way to counter it.

Also, perhaps it would be wise to read a mod description before you install it. Just saying.

3
Releases / Re: [B18] Marvin's Stuff
« on: Today at 03:03:32 AM »
Nope, there never has been such a setting. Also, if the apparel is under a roof already, it will only be hauled by the default (low priority) hauling routine. If it isn't under a roof and you don't want it hauled, just forbid it, or set a minimum HP requirement on your apparel stockpile.

4
Releases / Re: [B18] Marvin's Stuff
« on: January 19, 2018, 08:17:58 PM »
Here's the latest test version of Please Haul Perishables for B18:

https://www.dropbox.com/s/3yvr5po993y5v56/MarvsPleaseHaulPerishables138_TEST.zip?dl=0

5
Releases / Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
« on: January 18, 2018, 03:19:55 PM »
The oil lamp's fuel efficiency is a bit wacked. When filled, it gives about two days of light. But a chemfuel generator can run over twice as long on 20 units of fuel.

6
Releases / Re: [B18] Marvin's Stuff
« on: January 11, 2018, 10:51:04 AM »
Hi guys.

So I'm aware that there is a site which distributes copy-pasta versions of my Steam Workshop mods.

Previously, this was a minor annoyance. I left a comment asking that they link to my site instead, they changed it, but only for that mod. Oh, fine. It's not like the user experience is really impaired, and if they want the most up-to-date version of my mod it's just a Google search away, right?

Fast-forward to today. All of my released mods are enrolled in ModSync. However, ModSync Ninja only works when the mod folder name is the same as the original. Whoever submits my mods to the site obviously doesn't care enough to make sure that the folder name is the same so that ModSync Ninja works, even though the ModSync.xml file is right there. Result: some people don't know if I fixed something, possibly they don't even think that the mod works with ModSync Ninja.

Realistically, there's not really much I can do about this. I could spend hours complaining about it, time which I could better put into mod development. All I can do is make you aware of the issue.

Russian translation via Google Translate

Привет, народ.

Поэтому я знаю, что есть сайт, который распространяет версии макетов-копий моих модов Steam Workshop.

Раньше это было незначительным раздражением. Я оставил комментарий с просьбой, чтобы они ссылались на мой сайт, вместо этого они меняли его, но только для этого мода. Ох, хорошо. Это не похоже на то, что пользовательский интерфейс действительно нарушен, и если они хотят получить самую последнюю версию моего мода, это просто поиск Google, верно?

Быстрая перемотка вперед. Все мои выпущенные моды записаны в ModSync. Однако ModSync Ninja работает только тогда, когда имя папки мод совпадает с оригиналом. Тот, кто отправляет мои моды на сайт, явно не заботится о том, чтобы имя папки было таким же, что и ModSync Ninja, хотя файл ModSync.xml находится прямо там. Результат: некоторые люди не знают, исправил ли я что-то, возможно, они даже не думают, что мода работает с ModSync Ninja.

Реально, я действительно не могу это сделать. Я мог часами жаловаться на это, время, которое я мог бы лучше внедрить в развитие моды. Все, что я могу сделать, это сообщить вам об этой проблеме.

7
Releases / Re: [B18] Marvin's Stuff
« on: January 08, 2018, 04:57:05 AM »
I'd love to, but the plugin I'm using for downloads isn't easy to mod. :/

8
Releases / Re: [B18] Marvin's Stuff
« on: January 06, 2018, 01:17:27 PM »
By default, only 0.15% of building wealth is used with the mod installed. In vanilla, 0.55% is used. So that's less than a third of the usual value.

So for example, you would need to build eight wooden hand tailoring benches to generate one raid point.

The reason why the mod isn't specific about the sort of buildings is because it's taking a general measure of how established the colony is. But unless you have a lot of expensive buildings, you probably won't have to worry about it.

If you really don't want building wealth to count at all, replace 1500 with 0 next to 'points per million building wealth' in the mod settings.

9
Releases / Re: [B18] Marvin's Stuff
« on: January 06, 2018, 05:00:08 AM »
Did you set the minimum and maximum roll to 1 in the settings? 'cause that would do it.

Otherwise, the chance is 1 in 20.

10
Releases / Re: [B18] Marvin's Stuff
« on: December 31, 2017, 08:19:46 PM »
Combat Readiness Check alters the scaling of raids so that most types of item wealth are excluded from the calculation, and also takes into account the reduced capacities of your pawns caused by injuries.

Weapons and armour available to your colonists are considered in the calculation.

You can adjust some of the factors used in the calculation by opening the mod settings menu for Combat Readiness Check.

11
Hey there!

I made you something. See the attached thumbnail. :)

Background image sourced from here: https://pixabay.com/en/robot-cyborg-artificial-bionic-1524080/

In case there's something you want to change, I've provided an XCF which you can use or throw at someone who knows how to use it.

https://www.dropbox.com/s/3p06uzzh1bzesft/Thumbnail-JABS.7z?dl=0




12
Suggestions / Re: Eliminate predators
« on: December 22, 2017, 04:01:52 PM »
Another way of getting rid of foxes is, surprisingly, get your own predator. I got lucky with a self-taming event and a grizzly bear joined. Every now and then he will venture out and hunt down foxes. I guess he really doesn't like rice.

13
Suggestions / Re: Eliminate predators
« on: December 21, 2017, 06:25:00 PM »
My strategy for dealing with foxes has been to just melee them with whatever you have. Predator Hunt Alert can give you enough advance notice to move the hunted guy towards his friends.

14
Suggestions / We have ways of making you talk
« on: December 21, 2017, 06:17:34 PM »
The quests system is fine and all, but I think you have to be allied to or friendly with other factions to get quests.

I was thinking that, in much the same way as you can get map information from prisoners in Dungeon Keeper 2, you could learn about item stashes and raidable outposts by talking to prisoners.

15
Suggestions / Re: Eliminate predators
« on: December 21, 2017, 01:40:49 AM »
I think the thing that is really annoying is that these predators obviously take some time to grow up, but even after you've killed a fair few of them it has no noticeable impact on the nearby population.

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