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Messages - openyourmind

#1
Help / Modifying vanilla code (replacing? patching?)
October 03, 2020, 07:44:38 AM
A mod of what I want basically already exists. However, it doesn't cover some things brought by the update since it was made before it was released, and some vanilla mechanics would do well for the mod as well.

Wiki tutorials explain just adding something, not modifying existing mechanic (be it in a mod or game already).

What exactly changes if I want to bring changes to vanilla mechanics that exist already in another mod and vice versa. How does the setup and mod creation differ in that case? 

The mod in question is musical instruments.
#2
Quite an exploit/bug, you can leave other walls unclaimed to have them left by the raiders.
#3
Really like this a lot more than pick up and haul.

Only found a couple of issues, both of them posted on github.

Thank you for making this, hope you will fix them since this is a great mod which does seem better even to end user.
#4
Outdated / Re: [A16] Without Warning
December 05, 2017, 05:39:28 AM
Please update the mod, it sounds great and exactly what is needed for challenge.
#5
Now if we could have hearing be used in this mod with sound levels depending on factors and shown as some sort of red indicator or shadow if in unseen area. for example, walking on soft surface like carpet is barely heard, dirt is louder, water, gravel and snow are probably half the eye sight, when pawns communicate they produce sound, gunfire is heard across the whole map
#6
I cant add a colonist with a bite scar or missing limb (rib for instance). While in dev mode i can remove rib or ear or leg, i cannot give scar. Character currently generate with scars, but if you try to open the same character in Edb it will just give bite or cut, without the scar, abd when they spawn they will bleed from it.

Can you fix/edit this?
#7
the thing is though, in vanilla no colonists get mood bonus for cleaning, nor do they get for mining or staying inside (mining only from passion). so if there was a way to disable additional traits, it would be more closer to vanilla game, rather than add something different.

Could you maybe advise on how to do that? Other traits seem fine and do their job as they should.
#8
Quote from: moonra on July 05, 2017, 03:27:15 AM
I just added this mod and played with it in a new colony for a while so I have some... hmm, shallow, let's say, feedback. I really like the mod idea and most of the implementation but I dislike the sheer amount of new traits it adds, it kinda overtakes the vanilla traits and you end up with pawns with three of those kiiiinda useless traits like Neat Freak.

This.
#9
Bugs / Re: A17b Combat music won't stop
June 07, 2017, 12:41:08 PM
Had exact same issue. A17 Save, updated to a17b, always combat music.

Also, when starting a new colony, while the music is normal, I had friendlies come which means I am under attack. But music was calm and there was ancient danger as well.