This is my favorite small mod. The only thing (pretty much) it does is change the preference of the colonists so they eat prepared meals above packaged survival meals. It added some stuff that had to do with prison meals, but I don't really mess with it.
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#316
Mods / Re: Cool mods w/o balance changes
October 09, 2014, 11:59:56 AMThis is my favorite small mod. The only thing (pretty much) it does is change the preference of the colonists so they eat prepared meals above packaged survival meals. It added some stuff that had to do with prison meals, but I don't really mess with it.
#317
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
October 09, 2014, 10:49:50 AM
I just recommend you take a look at Julia Ellie's Nurse Recipe Mod, though you usually work closely with her, so you probably already are!
https://ludeon.com/forums/index.php?topic=6640.0
https://ludeon.com/forums/index.php?topic=6640.0
#318
Ideas / Re: Fungus
October 09, 2014, 10:44:39 AM
just to flesh out the idea a bit more, if it cannot grow in sunlight, can it grow in a sun lamp area? Would a sunlamp kill it or just prevent it?
#319
Ideas / Re: Home button
October 09, 2014, 10:36:16 AM
Just click < or >. It will center to each of your colonists individually. One of them is probably at or near your base.
#320
Ideas / Re: Claiming and Deconstructing
October 09, 2014, 10:34:27 AMQuote from: Mikhail Reign on October 08, 2014, 09:23:14 PM
Why do you have to claim it one square at a time? I've never noticed having to do that. Granted if something is in the way, you have to demolish it from the end out, but why the claiming?
The claiming one at a time occurs when you find a wall inside the mountain and only one square of it is reachable. You have to claim that one and desconstruct it, only to find out there are more behind it.
#321
Ideas / Re: Claiming and Deconstructing
October 08, 2014, 06:00:53 PM
I wonder if that step is less for us and more for the AI.
#322
Outdated / Re: [MOD] (Alpha 6) Superior Crafting v2.11: The Stim Fix! [Updated]
October 08, 2014, 03:25:45 PMQuote from: Abrexus on October 08, 2014, 03:23:49 PM
Hey everyone, I'm back!
I'm very sorry I haven't had a chance to post until today. I built myself a new PC last week, then got hit with a very nasty cold. I am just now getting my voice back. I'm going to start on the Alpha 7 conversion, and hope to have it out before long. Fell free to message or reply, and if you have ideas for new features or changes I am more than happy to entertain them!
Glad you are back and OK!
#323
Ideas / Re: Claiming and Deconstructing
October 08, 2014, 12:00:08 PM
I get that it is a bit annoying to have to continually claim walls one at a time in a mountain, but I wouldn't really want it any other way. There is no way you or the colonists could claim something they don't even know exists.
Also, the claim feature, if i am not mistaken, is closely tied to automatic homezones. Having all those ruins automatically considered yours would make the homezone a nightmare in the beginning.
Also, the claim feature, if i am not mistaken, is closely tied to automatic homezones. Having all those ruins automatically considered yours would make the homezone a nightmare in the beginning.
#324
Outdated / Re: [MOD] (Alpha 7) Thingamajigs
October 07, 2014, 01:29:28 PM
Is it possible to do the same sort of thing with clothing? Someone mentioned the idea of a mining helmet that, although it wouldn't actually light up the area, would have a positive buff that countered the in darkness debuff. Thoughts?
#325
Mods / Re: Call for some artists
October 07, 2014, 12:29:00 PM
check out the agave gel and shroom stim in superior crafting for the flasks. I am sure you could ask nicely to borrow them.
http://ludeon.com/forums/index.php?topic=5413.0
http://ludeon.com/forums/index.php?topic=5413.0
#326
Bugs / Re: [W|0.7.581] Window focus
October 03, 2014, 03:58:33 PM
From what I understand of the situation, Unity came out with an update of its own between alpha 6 and 7. So the issue isn't with Alpha 7, it is with Unity. So there is nothing Tynan can do until Unity fixes their issue.
#327
Outdated / Re: [MOD] (Alpha 6) EdB Interface UI Mod (v2.1.2 - Updated Sep 2 2014)
October 03, 2014, 10:17:47 AMQuote from: EdB on October 03, 2014, 02:48:49 AMQuote from: skullywag on October 02, 2014, 06:48:44 PM
...dont really wanna play A7 without it but alas...
Just a quick update: I started working on the alpha 7 conversion tonight. It's going more smoothly than I thought it would. You can expect a release sometime on Saturday.
I know Tynan already fixed it for A8, but if you could look at the issue of having to choose the wall material every time, people would praise you!
#328
Ideas / Re: Animal migrations and reproduction cycles, and predators.
October 03, 2014, 10:07:09 AM #329
Mods / Re: [Mod request] A way to change traits/backgrounds
October 03, 2014, 09:50:33 AM #330
Bugs / Re: Treatment of diseases
October 03, 2014, 09:44:19 AM
the general idea is colonists need to be treated on a regular basis. This, along with a lot of rest, keep the sickness form getting worse faster while you develop the immunity. If you take too long to treat them or you don't rest enough, the intensity of the sickness will grow faster than the immunity and they will die. So its a matter of slowing one clock down while the other is steady.