I look forward to it!

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Show posts MenuQuote from: larSyn on October 23, 2018, 08:28:19 AMI dont have a solution to that, but you can make these consumables a bit more powerful in a way that they will have some sort of desirable effects. I remember some old food mod with that kind of things.Quote from: Sliderpro on October 23, 2018, 07:40:05 AM
I am sorry, I am not a very clever person. But what is the point of smokeleaf consumables? they dont have a nutrient value! Basically its just.. recreation and x90% hunger rate and thats it?
No need to be sorry. The consumables did have nutrient values in the beginning, but I had to remove them because animals would eat the stuff until they developed addictions and would vomit all over the place. It was funny having dogs eating brownies at first, but that's not what I wanted them to do. In the end the best solution I came up with was to have the consumables be drugs. I tried a lot of different methods to fix it, including making them different food "desirability" levels, but the animals kept going for them. If anyone knows a better way, I'm all ears. I made them with the 90% hunger rate to kind of make it like the pawns are eating something to "hold them over" til it's time to eat for real.
Quote from: dubwise56 on March 31, 2018, 10:48:55 AMI quite like radiators in winter maps, because they are more space-efficient and less laggy then 10 heaters per each room
i'll just remove the base heating part from the radiator description, its really not made for it, it was just a side effect, they are actually just mini cooling solutions for cramped bases or if you only need a small reactor setup like early game or something which is what i use them for