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Messages - Mrred1

#2
Outdated / Re: [A17] Everyone Can Do Everything!
July 03, 2017, 12:02:39 PM
Ok that's super weird. All my mod does is gives everyone the capability to do every type of work. There's nothing I could do that in aware of to solve your issue, as my mod shouldn't affect that. Are you running other mods?
#3
Outdated / Re: [A17] Everyone Can Do Everything!
July 02, 2017, 09:47:40 PM
Kind of, but remember, if you need a minimum skill to do something, e.g., 6 in growing to grow strawberries, your colonist still needs to have 6 skill regardless of their ability.
#4
Outdated / Re: [A17] Everyone Can Do Everything!
July 02, 2017, 05:00:30 PM
No this mod should not affect the drug lab or anything else at all, it just be an issue within your game save or maybe you don't have skilled colonists. Remove, if they are not skilled enough to make drugs they won't be able to, this mod merely allows for the capability, as explained in the despcription of the mod which I highly suggest you read. Sorry for any issues, let me know if anything else comes up.
#5
Outdated / Re: [A17] Everyone Can Do Everything!
July 02, 2017, 12:09:46 PM
I don't understand what you're saying. Your issues are not with my mod, they're with your colony. Please rewrite what you are trying to say properly so I can understand you. Sorry if you are having any issues.
#6
Yes, you deserve some time of your own for life and work. Great job with the mod btw!
#7
Outdated / Re: [A17] Everyone Can Do Everything!
June 27, 2017, 05:53:54 PM
Cool I will thanks!
#8
Outdated / Re: [A17] Everyone Can Do Everything!
June 27, 2017, 04:29:32 PM
I think the new update it great, especially with the configurable debuffs. However, the only thing that I don't particularly like (others may disagree, this is just my opinion), is that over time the debuffs increase in severity. I would think that the pawns would get used to the job and maybe become less annoyed about doing it, but that's just my two cents. Great job though!
#9
Outdated / Re: [A17] Everyone Can Do Everything!
June 27, 2017, 04:16:12 PM
No problem guys, it's not your fault. It's all a matter of making the best mod for the player and tuning it to their preferences. I think once you balance the debuffs I would even use your mod!
#10
Outdated / Re: [A17] Everyone Can Do Everything!
June 25, 2017, 01:28:53 PM
Yes absolutely! I have to say your mod is great in terms of potential, and I think after the rebalancing it will be even better!
#11
Outdated / Re: [A17] Everyone Can Do Everything!
June 24, 2017, 10:05:18 PM
I absolutely agree with you! The -50 rebuffs are insane,especially in a life or death situation. I like the idea of that mod, but it needs major adjusting. Also, this mod is available for non steam users but to have to be logged in to ludeon.
#12
Ideas / Re: New map event : lack of resources
June 12, 2017, 07:17:07 PM
Good idea!
#13
Outdated / Re: [A17] Everyone Can Do Everything!
June 12, 2017, 07:15:20 PM
That's a good idea, however, if I make the points go too low and the passion negative, it would sort of defeat the purpose of this mod. I'll take your idea into consideration and figure out how to better balance this.
#14
Outdated / Re: [A17] Everyone Can Do Everything!
June 12, 2017, 04:55:52 PM
Thanks for the suggestions everyone. Let me address each individually:

AngleWyrm: I agree with your idea with the backstories and swapping. I will look into that and see if I can do that.

GrumpyProgrammer: This works exactly like "Everyone Can Haul" except it adds more abilities. If you have an injury then you can't do it, i.e., if your colonist is physically unable to they won't be able to.


#15
Outdated / Re: [A17] Everyone Can Do Everything!
June 12, 2017, 02:12:59 PM
Thanks. It is a little bit but some people might like it, not everyone will though. Also, the skills that were previously disabled will now be at 0, so it is not completely overpowered.