Ludeon Forums
- December 06, 2019, 06:33:57 PM
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i think there is already a mod that sets that negative mood to 0
Think the OP is looking for something a bit more in tune with the story. Using washing (needing labor presumably) as a reason to be able to wear deadman's apparel. I like the idea. Right now I am using the recycling app to just make new apparel after salvaging a % of the original cloth. Seems to fit to me, basically cutting away the areas where damage was to get fresh clothes. Lot of labor involved, plus loss of most of the original materials.
Medicine potency was changed in A16. Gleamcap just did not follow as I cannot see all changes.
Thanks for the report. This will be balanced.
What's wrong with Misc. MapGenerator? Do you have an error log?
Day 21: Still have ~4 days of food. Have been lazily setting up a freezer; I'll probably finish it & a stove tomorrow. Muffalo wool fell from the sky; a couple muffalo wool cowboy hats will make the temperature a bit easier to deal with.
Kind of disappointed with how easy it's been so far. I've had a couple bouts of carelessness; both colonists have had to be rescued twice, but with the slow progression of the heat stroke and reasonable movement speeds, neither has come close to death.
I used to be very accepting. I let everyone join who would. I would have prisoners until they tried to leave and die or joined... or when I ran out food and didn't feed them...
That was until the sea ice challenge... having random pawns just join is annoying. most just strips and dies. prisoners either are harvested or if they are really good join... I feel like I'm pretty picky.
My pickiness is pretty up there. and is pretty close to Limdood..
You should make this a poll