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Messages - Admirer

#1
Alright, so the problem seems to be that no matter how many times i research "study successful cults" my colonist doesnt go above 69% cult-mindedness. If it matters, all my colonists are psychically deaf.
#2

[/quote]

That doesn't sound very clear to me, but here's the basics.

Once you have a forbidden knowledge center (FKC), check the colonist's "needs".
Under "needs" you an see cult-mindedness.
When they use the FKC, their cult-mindedness rises.
If they are researching successful cults, it rises faster.
If one of your colonists pass the "cult-minded" threshold of 75%, they become cultists and found a cult.
In the research tab, research the strange symbols.
Then, after that is complete, probe for deities.
Research an altar. Then, build the altar.
When the altar exists, you will be able to have all your functions as a cult: worship, offerings, animal sacrifice, and human sacrifice.
All these can be discovered through further research in the research tab.
[/quote]
Sorry, that was written right as I woke up. It bugged me for the whole night, and groggy me thought that was a well crafted statement. Well, I updated the mods so I deleted my saves as well, guess this means my input might be wrong, but i recall one character being 80%. I'll play the game again, and give you something more concrete, I might be wrong.
#3

If I can share my experience it might be because the fortress were too valuable. When I was playing in basebuilder-casual mode and at the beginning, they spawn human army, mostly utilize mere jumpsuit and pistol. So I'm guessing it's poin based.
[/quote]
Seems to be right, they spawned in my new colony. Oh well, guess i can't harvest anymore federation lungs in my main game.
#4
So i'm just wondering how long it takes for a cult to begin. I've already researched all the occult options. The repeatable has been completed a great number of times, and yet my colonists are sadly not praising any of the Elder Gods.
#5
Thanks so much for the mod!
#6
ALRIGHT, HELL YES....SO HOW WE DOIN THIS? DO WE HAVE DINNER FIRST OR WHAT?
#7
The Federation seems to not work as intended. So far, I haven't come across them yet i can utilize the armor and weapons. When i tried to spawn in the Federation units non came up unless they were the ones that weren't a human race.
#8
Ideas / Re: Your Cheapest Ideas
December 09, 2016, 11:38:33 AM
Advanced benches! They do the same thing, but much faster at the expense of more power, and cost to make. Also, maybe a multi purpose bench that can do the job of multiple benches to preserve space, or more ergonomic crafting.
#9
Please, for the love of God just stop this teasing...I...I don't know much more I can take. I NEED this mod. i will blow if you release it now....i hope this font is tiny enough.
#10
Ideas / Re: Your Cheapest Ideas
December 09, 2016, 11:10:54 AM
Just a way to control pets directly, perhaps a medical item you install to their brain, or a result of training. As long as they are within a certain radius of their master they can be controlled in a similar fashion to drafted colonists.
#11
Yeah, it's clear. I was able to figure it out that i had to change the recipes, etc etc as well. Thanks though for responding.
#12
So im using this along with GlitterTech, and since both have Advanced Bionic Arms, I decided to change the Glittertech ones. I changed the labels in body part and things def, the colonists with them installed have the correct description, and everything. However, I have to spares, and when i tried to install them on someone I couldn't find the option. Please send help, You're my only hope.
#13
So i have both EPOE, and GlitterTech. Since they both use the name Advanced Bionic blank I decided to change the label of the GlitterTech ones, as well as change their description, and prices. However, now i can't seem to install them. I can still see the item, and the colonists who already have it installed have the name and description. How can i fix this?
#14
Outdated / Re: [A15] AlcoholV's Mod List
December 07, 2016, 04:44:31 AM
Thanks for clearing that up. I've only been playing a couple of days. I plan to get more savvy with the inner workings of the mods soon.
#15
Outdated / Re: [A15] AlcoholV's Mod List
December 07, 2016, 03:58:28 AM
Whenever i extract the Improved Increased Stack mod i get 3 files called Source, Assemblies, and About. I've tried activating them anyway in that order and nothing happened. What did i do wrong? :(