How do you think it will work with Medieval Times?
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#2
Outdated / Re: [A16] Psychology (2017-1-2 v2)
January 03, 2017, 04:19:29 AM
I am too attached to my colonists for the sabotage event heh.
#3
Outdated / Re: [A16] Set-Up Camp v0.1.0
January 03, 2017, 03:44:11 AM
What's the difference between a camp and a colony that you abandon later? Do events not happen?
I'm playing a nomadic colony that's always on the move, and I was just planning on settling colonies and abandoning them as "camps".
I'm playing a nomadic colony that's always on the move, and I was just planning on settling colonies and abandoning them as "camps".
#4
Outdated / Re: [A16] Psychology (2017-1-1)
January 01, 2017, 03:23:32 AMQuote from: Psychology on January 01, 2017, 03:10:48 AM
Updated to 2017-1-1.
New Thoughts
- Individuality: Pawns don't like looking the same as everybody else. They will get a gradually worsening mood penalty depending on how many other colony members are wearing the exact same outfit.
New Incidents
- Sabotage: Strange things are happening in your base. Someone has to be to blame. But who?
Miscellaneous
- Social Traits: Pawns will not be affected by social traits relating to appearance if they can't see, or by social traits relating to talking if they can't hear. Pawns whose social traits involve talking also won't affect others with them if they can't talk.
Also added a setting for the Kinsey scale formula.
I fear there isn't enough clothing variety for individuality especially for tribals.
#5
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4d: Syndicate (31/12/15)
February 02, 2016, 07:33:25 PM
Doing productions with the Manager mod and using Add Job For Ingredients doesn't work. It makes the ingredients' thresholds like 600 or 1200. So if you want to make like 15 electronic components it queues up for you to make 600 glass frames when you only need 45.
#6
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4d: Syndicate (31/12/15)
January 30, 2016, 10:21:37 PM
What does 2.5-17 and 2.5-18 do? Or the merge? I have a colony going on and I'd rather restart now rather than later if the updates are necessary.
#7
Releases / Re: [A12d] [MODPACK] Hardcore SK global project 2.4d: Syndicate (31/12/15)
January 28, 2016, 04:23:33 AM
Do I have to create a new world or colony whenever I download a new github version and replace my whole mods folder?
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