Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - drakulux

#31
Releases / Re: [A16] Expanded Incidents (2017-1-29)
January 29, 2017, 06:09:02 AM
Hi Psychology, I use your psychology mod and I am currently considering adding this mod to a new playthrough I am about to start  , but I am worried about how often some of the incidents fire and also how mechanics for some are handled. These are simply ideas, I mod myself so I know what its like having requests left right and center.
My worries are thus;

1. Homesick - I understand spreading it like an infection but I am not sure I like how to handle it i.e. locking up the pawn so it doesn't spread, it just doesnt click logically for me. I am hoping with the introduction of colony leadership in your other mod that there would be better ways of dealing with homesickness? Even without that mod I think the event in this mod alone needs abit of natural-balance. What I mean by this is like, as the homesickness incident appears pawns of certain traits/backgrounds (steadfast) get a chance to reduce the mood effect of homesickness bit by bit if they interact with pawns that are infected (e.g. -25% homesick mood effect).

2. Cliques - How long does this event last? As in will there come a time when the cliques make-up/disband or is my colony going to be forever divided by sorority girls?

3. Sabotage - I am not sure how this event is handled as I am yet to try the mod but I am guessing a recruited pawn  would go to break some building and you would need to catch him in the act. What I want to know is how is catching/stopping/controlling the individual handled? Do you re-imprison the person again with a better/worse recruitment chance? Can this event tie in with leaders by having an underlying reason for committing sabotage which a leader with a high enough stat in social can identify and as such end the event with a much shorter prison sentence.

4. Thief - From reading the forum posts it seems that the thief is an invisible character? Does the thief become visible when in range of your pawns? Why not make a sensor on.click on the thief where when you click it in an attempt to inspect it reacts with something more? Dunno what just idea that kind of fizzled out at the end :P

Anyway look forward to trying this out and making my colony a more, ehem exiting place.
#32
Hi, can this be uninstalled from a save without issue? Ofcourse making sure all items from the mod are deconstructed first.
#33
Outdated / Re: [A16] Hygiene (2017-1-14)
January 18, 2017, 10:19:34 AM
Hi Psychology, is it possible to create a wardrobe that when placed in a bathroom has a high priority with a small radius that detects the pawn and makes him/her drop their clothes there before having a shower, and then after they pick up the clothes from the wardrobe. Mrofa has a wardrobe mod in his clutter furniture mod that allowed you to store and swap a set of clothing. Just an idea
#34
Outdated / Re: [A16] Camping Stuff v0.2.2
January 17, 2017, 01:09:48 PM
Yep you can use the images :)
#35
Outdated / Re: [A16] Camping Stuff v0.2.2
January 16, 2017, 09:50:19 AM
Hey, great mod to go with your other mod, its nice that you thought about this too. Havent started playing yet, just gathering mods but this is already in my modlist. Wanted to add a little helping hand cuz no offence but I aint sleeping in that...what is that micheline man?

So here is somehing to help out  ;)

You need to rotate the picture and save it to have it for all rotation sides, just look in the mod textures molder you will understand.

[attachment deleted by admin due to age]
#36
Will this work in hydroponic rooms too? I hope so...i think...
#37
Hey great mod and will be eventually trying it out. I like the idea that pawns at least on the colonist bar have things like crystal sticking out of their head/body to show infection. There is a mod that hides hats in the colonist bar and could be good inspiration for maybe doing some alpha textures that just replaces hats on the colonist bar with an infected "head" look. If hats could be isolated then possibly clothing layers as well so instead you could create a texture layer to overlay over the clothing like the arm is infected. Just throwing anything that may help spark an idea.
#38
Outdated / Re: [A15] Wildlife Tab
September 07, 2016, 09:10:54 AM
Is it possible to make the panel only assessible after research or by building and using a "radar"  station? Or is this just makingit too complex?
#39
Also hoping for compatibility with Colony Manager and Crafting Hysteresis, I tend to use the manager bench when my colony becomes more busy, not at the start. Thanks
#40
You need to remove classic start from your research defs, unless it is intentional for colonist start. It gives you all the research already.
#41
I found that the coolers and heaters from this mod are not flickable, so I added the comp flicking code manually. 
#42
The author mod has updated the mod, i believe he also shares his source files on his github as well. I have tested and used his storage locker, it allows u to switch between 2 sets of apparel, e. G.  U can wear the suit and when u come to use it it switches to ur previous clothing set, so its nice. U can incorporate the mechanics and make a special suit holder that works only for the suit. If you want u can invorporate a battery simmulation on the suit where when power =0 then u get reduced prorection/move speed/workspeed etc. This is just me floating ideas. But right now it is nice that i can switch right into the full suit with clutter furniture.
#43
I downloaded the update but havent looked at the values yet. I left a tiny social debuf to social to simulate not seeing the vace and not being able to conversate properly with the suit but i dont mind it without. I will try running the game with clutter and see if the furniture works.

I am thinking up to write a mod request for gear storage that has a nice rclick menu where u can drop individual items from ur gear but also u can drop all apparel too. Right now we can only drop weapons in storage on rclick.
This mod could even go as far as simulating traits when wearing for too long e. G.  Abrasive. 

I look forward to the update of the mod with medications and possibly an improved suit. I would also like abit of a nicer texture and will try to do something and will share it.

Edit: I have tried to run clutter on A14 but it crashes the game and doesnt load up, so will either need to test on A13 or wait for update
#44
Quote from: Chaia on July 19, 2016, 06:28:31 AM

Making a suit storage sounds like an awesome idea, but as that is a completely different thing to mod, I would like some help or advice for that. How high did you set the aim penalty? I'm also thinking about giving a mood penalty for wearing the suit. If you wear it too long, it gets worse.


helmet: no social impact anymore, but aiming penalty.
jacket: less impact on movespeed and work speed
pants: less impact on movespeed

all three parts: wearing it will reduce the pawns max. temperature by 5°C each piece.

I would suggest you look at the Clutter mod by mrofa here https://ludeon.com/forums/index.php?topic=17610.0

He is the one who has the storage that even allows color change. You may find how he creates his storage and simply make one for the suit, I will also be looking into this as well,so will update u if I find anything too.
I gave a aimpenalty offset of -0.05, its not much but can always go to -0.1 if I feel it needs more balance
So far I have  balanced my suit as such, all have heat penalties -5, helmet has shooting penalty , jacket has work speed penalty , pants has move penalty. 

Edit: For the mood penalty I suggest looking at the nudity trait that gives u constricting clothing feeling, I also  think a mood penalty is necessary. You get hot feeling from the suit, constricting clothing would be good as well, not sure which other, clostophobia?smelly?
#45
Hey guys, I added a small aim penalty to the hazmat helmet to represent the glass distorting your view abit. I also dont want my colonists to be wear it all the time so giving small but balanced drawbacks to prolonged use of the suit. I would also really have loved a storage dedicated to the suit where you can R-click and deposit the full set. I know there was a mod that used clutter furniture as a storage for more than 1 item at a time but I would need to look around to see try and find it. Storage were dedicated to different kinds of apparel, it was part of the mod variety pack.