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Messages - Lady Wolf

#151
Quote from: quxzcover on September 06, 2015, 04:34:25 PM
Some of the names I've seen are ridiculous. example:
Suicidal
Meat

these are the worst 2 out of 20 dogs, i cant imagine how much worse it can get than that.

How about some of the following pulled from the  from the name_animal_unisex file located in the mods/core/languages/english/strings/namebanks folder ?

Spooger
Pork
Stroke
Kinky
Princess (For either gender animal?)
Farter
Poopy
Sweaty
#152
Quote from: quxzcover on September 06, 2015, 03:42:51 PM
The problem with getting labs to separate by gender is there my haulers so there always everywhere.

If you separate them into different zones based off gender then the only times they'll leave those zones is to haul, and they won't mate while they are doing their hauling job so it should help control the breeding speed.

Of course it would be easier if we could rename the dogs since it can be hard to tell by the random names the gender of them, (I've seen a male Lab called Erica, and a Female called "Piggy.") so quick reassignment to areas is much harder than is needs to be.
#153
Ideas / Re: Grave visitations
September 06, 2015, 02:18:59 PM
Quote from: Stone_enderman on September 06, 2015, 11:06:17 AM
I would think that if a prisoner was turned into a colonist they might visit the graves if dead faction members from the same raid party but then I had someone didn't even see them visit them

This can be more annoying when said graves are completely on the other side of the map and a raid happens while they're chilling out at the graveyard and nearly get killed trying to come back home.

As I see it from the story stand point the colonists visit the graves as a reminder of "that raid in which the colony nearly died and we were forced to take lives to protect our own." The kind of thing they do to remind themselves why spending so much silver and resources on all those gun turrets, body armor, and charge rifles is really necessary.

#154
I had this problem with a pair of labs once, and wound up with about 14 dogs or so until a visiting trade ship was willing to buy them and I sold all but a pair of juvenile male and females to keep the reproduction line strong.

Rabbits too tend to breed, like, well, rabbits? I landed with a pair of them and inside of a year had 50+ running around. It was all good though since I planned to simply cull the adults and fill the freezer, right up until a visiting group from fishermans village had one old lady with a hammer that turned red and went on a killing spree against my bunnies in the barn.

By the time I noticed and got a colonist to her and put her down with a shotgun to the backside, she'd killed or crippled over half of them. Oddly enough, after her death none of the other visitors seemed to care one bit, and just carried on like business as usual.  ;D
#155
Quote from: Latta on September 05, 2015, 01:20:15 AM
Updated to 40c. This is a very small update, you don't really have to install it.
While building pipes, duct overlay will be displayed too, but without power grid overlay. Duct buildings will still print power grids.

Sweet! Thanks!  ;D
#156
General Discussion / Re: Toxic Fallout - Remove?
September 05, 2015, 04:32:52 AM
Quote from: Panzer on September 05, 2015, 04:20:56 AM
Removing features because you cant deal with it, dont know if thats the way to go...

Eh, it's a single player game, so if they find certain features kill the fun for them then what's the harm in them modding it to their liking? It's not as if their changes will effect the way it plays for anyone else.  ;)
#157
General Discussion / Re: Toxic Fallout - Remove?
September 05, 2015, 04:17:30 AM
Quote from: cronicscream on September 04, 2015, 05:09:08 PMAnyone know of anyway to remove the event Toxic Fallout?

Quote from: mc858 on September 04, 2015, 08:55:49 PM

I wish i could disable it along with mechs and evil ships....the game would be 100x better IMO


You can disable all these things rather easily if you really want to, all you need is a text editor like note pad, or win32 pad and about 15 minutes of time. (I prefer win32 pad because it's free and has an option to enable line # so you can easily reference values.)


* * * * *

To disable the toxic fallout event:

Go to the Mods/core/defs/incidentdefs folder and open the Incidents_Bad_Misc.xml

Go to line 55 <chance>0.25</chance>

Change the 0.25 to 0.00 to prevent the toxic fallout from happening. (Down a little lower in the same file are values to adjust the length of time is last and such as well if you simply wish to lessen the duration or severity.)


To lessen/remove the slavery penalty:

Using your text editor of choice just go into your mods/core/defs/thoughtdefs folder and open the Thoughts_Memories.xml

Go to line 412 <baseMoodEffect>-8</baseMoodEffect>

Change the value to -2 or what not to make the penalty less severe or 0 to sell prisoners with impunity.


To disable the mechanoid faction:

CMods/Core/Defs/FactionDefs folder and open the Factions.xml

Go to line 312     <raidCommonality>37</raidCommonality>

Change the 37 to 0 to stop the mechanoid raids.


To disable the evil psychic ship event:

Go to the Mods/core/defs/incidentdefs folder and open the Incidents_Bad_ThreatsBig.xml

Go to line 29 <chance>1.1</chance>

Change the 1.1 to 0 to turn off the psychic ship event.

* * * * *

I hope this helps you both adjust the game more to your liking, feel free to post here or pm me if you have any questions on it.  8)
#158
General Discussion / Re: Pets on Ice Sheet
September 05, 2015, 03:56:59 AM
Quote from: b0rsuk on September 05, 2015, 02:37:52 AM
What's the point of playing extreme biomes if you refuse to deal with them and find solutions ? Why not a mod which makes devilstrand grow on snow ?

It's more that I find the inability to grow hay in the hydroponics bay unrealistic, if the bay can support rice, corn, etc, then it should certainly be able to grow hay.

Even with being able to grow hay, you still have to survive long enough to research hydroponics, and have enough power to handle the hydroponics bays, plus the sun lamp and heater. So just being able to grow the hay doesn't make ice sheets suddenly super easy, it just gives you a way to feed your farm animals provided you can manage to live (and keep them alive) that long.

#159
Quote from: Latta on September 04, 2015, 10:58:51 PM

Edit: And I think I might just discovered a workaround.

Glad to hear it, just being able to make the power grid overlay activate when laying duct would be fine, I don't mind seeing the power cables at all when placing duct work, it's not being able to see the duct work when placing it that's the problem, so if you can do a work around so both duct and power cables are visible when placing ducts I doubt anyone would mind.
#160
Quote from: Latta on September 04, 2015, 09:53:14 PM
Yes, that is my last dream, but how in game overlay layer works prohibits it.
I might missed one or two, so I'll keep trying.

I'm guessing i's not possible to simply clone the power cable overlay highlight flag and attach it to the duct build menu tab?
#161
Releases / Re: [A12d] Glitter Tech v1.0
September 04, 2015, 09:26:05 PM
Quote from: sinogard on September 04, 2015, 07:00:23 PM
Hi I really like a lot about the mod but I really do not like the weapons added in. I have tried to straight up remove them from the game but i guess the mod calls for them in other less obvious places and it crashes the game when i activate the mod without them. Since i am not a really modder I cant figure out what else i have to delete to get rid of them. If you could point me out in the right direction i would be very appreciative.

I'm not sure where else they are used, but an easy work around is to copy other weapons stats over the Glitter weapons, (I.E use the assault or sniper rifle stats from vanilla or a different mod and paste them in place of the weapon stats int eh GW files.)

This way the guns will no longer be over powered and won't crash the game like they do if you remove them.  ;)
#162
Also I'd liek to make a small feature request for this mod, would it be possible to have the built ducts show up as highlighted when you select the ducts in the build menu?

Currently they only show up when you select power conduits, and it would be really convenient if we also could see them when placing more duct work. (seeing the power cables too is no big deal, I just want to be able to see the already constructed ducts at least when I'm trying to place more of them.)
#163
General Discussion / Re: Pets on Ice Sheet
September 04, 2015, 07:46:22 PM
Quote from: Flubberj on September 04, 2015, 05:54:29 PM
So the ice sheet has been my favorite map to play on for awhile now. I always prepare carefully and drop my single colonist, Dmetri, onto the frozen map and I'm able to get hydroponics done long before food becomes an issue. The struggle I'm now facing is how to keep a pack of animals alive when you can't grow haygrass in a hydroponics bay, can't let them graze, and barely have any useable dirt, much less quality dirt.

There's a mod called "hydroponic hay" that lets you grow hay in the hydroponics bay that might help you.

https://ludeon.com/forums/index.php?topic=15410.0

Otherwise you could try feeding them another type of vegetable such as corn, potatoes or rice?
#164
General Discussion / Re: Dead Bodies to Bones.... Removal?
September 04, 2015, 07:42:08 PM
Quote from: ZelpherXeis on September 04, 2015, 06:10:56 PM
Ok so Much thanks to Lady Wolf!

So this is what I did:


Glad to help, post back with any other questions in the forums, this a pretty great community over all and very helpful.  8)
#165
General Discussion / Re: How to obtain A.I persona core
September 04, 2015, 07:39:22 PM
Quote from: juanval on September 04, 2015, 06:28:53 PM

Traders? Interesting. How much does it cost?

It varies, usually between 3000 and 5000 silver, depending, I saw one once for 1400 something, but that was couple game versions back.