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Messages - Anrui

#1
Ideas / Re: Neuter animals?
August 14, 2016, 03:05:27 AM
I think this would be a neat idea, and I don't think it would take that much effort to add in either
#2
Ideas / Re: Psychologist / Psychoanalysis
August 14, 2016, 02:58:56 AM
Quote from: SpaceDorf on August 13, 2016, 11:32:42 AM
Simple Solution : Add it to the  Negotiator / Warden / Trader  Job Description
People with High Social Skills should gravitate to this problems.
And a the guy who can talk a Tribal, whose Liver Kidney you just cut out into joining your merry band of cannibals
should be able to calm down some whiney vegetarian.

Great idea, I second this. It makes complete sense for someone with a high social skill to be able to somewhat mitigate or lessen the impact of social situations like someone having a breakdown or whatever
#3
Ideas / Re: everyone hauls
August 14, 2016, 02:53:04 AM
Make sure your animals aren't in a restricted zone. Like colonists, they will not leave a zone they are set to. Be sure your hauling animals have access to where things that need hauling are.
#4
Outdated / [A14] CatharsisRebalance
July 28, 2016, 06:48:11 AM
This mod makes some simple changes to Catharsis which keeps colonists from breaking many times in a row. It gives the player a chance to fix the mood issues. Let me know how the balance feels!

Current Changes:

Catharsis +40 mood (was +20)

Lasts 2 days (was 1 day)

Steam

Google Drive Direct Download

FAQ:

I make modpacks, can I add this mod to the pack?
A: Sure, feel free to add it. Just let me know and at least include my name.

Does this mod work with current save games?
A: Yes, it does. It only changes some number values.

Is this mod compatible with >insert other mods here<
A:Should be compatible with pretty much anything unless it edits the Cartharsis moodlet

Why did you post this mod here?
A: A user on Steam requested I post it to the forums, so here ya go.

The best way to contact me is probably via steam rather than here.
#5
Outdated / Re: [A14] More Traits v1.3.1.1
July 25, 2016, 11:59:56 AM
I think that'll have to be done in the .dll in C# probably instead of just the XMLs
#6
Outdated / Re: [A14] More Traits v1.3.1.1
July 24, 2016, 12:16:18 PM
Hey flame, great mod. I'm rather newish to modding but I was looking through the XML files and when I saw the Introvert one I got an idea to spice things up and make the mod more interesting.

For example for the Introvert trait you could code it similar to the vanilla Pyro trait and give it random HideinRoom mental breaks like the Pyro starts fires. I feel like the Pyro trait is a great example on how much you could play around with stuff, especially when it comes to the personality traits, I feel like they could use some more to them. Imaging if Killer could randomly go berserk sometimes if they haven't killed in a while? What if Agoraphobia have a chance of randomly having a mental break when they don't have cabin fever? I think some flavor would make this mod awesome.
#7
Mods / Re: [Request] Auto Dispense Mod
April 30, 2016, 11:56:54 PM
Define an automated factory? I simply want NPD to somehow have collectible paste without having colonist needing to be hungry to collect it. So it can be taken from the dispenser and a stack can be placed inside of each prisoner's cell.
#8
Mods / [Request] Auto Dispense Mod
April 29, 2016, 05:00:02 PM
I have no clue how to do it myself as only simple XML editing is the extent of my modding but I'd love to have nutrient paste dispensers be able to dispense paste automatically onto the ground making a stack of paste (without needing someone want to eat to use it). Maybe including a setting to disable the auto dispensing.

This would prove helpful in my effort to feed prisoners paste in separate cells with only 1 dispenser in my colony
#9
Does the cleaning zone mod work with current saves? Also even though it's A12D, do you think it would be fine to use with A13?
#10
Bugs / Re: Grass not growing back in unroofed zone?
April 26, 2016, 02:35:17 AM
Maybe instead of adding new grass that might not have any uses beyond repopulating the map, what if hay could spread grass seeds? I feel like if some sort of way to plant grass was an option there would need to be more to it than simply repopulating the map. I was thinking there could be a way to turn it into fertilizer but that could get a little OP I feel.
#11
Bugs / Grass not growing back in unroofed zone?
April 25, 2016, 11:48:17 PM
I made an unroofed pen (with wooden walls) for my tamed, non-trained animals like muffalo and alpaca and at one point when I just had 2 muffalo there was a period where my cooks weren't making kibble and they ran out of food and ate all of the grass in their area. It's been nearly a year now and no grass has grown back. Since that blunder, I've been sure to keep their kibble feed well stocked but no grass has grown back yet.

It might be because of the walls, I am not sure if the grass seeds can pass through walls or not (when there is soil and the zone is unroofed). I'm reporting this just in case it really is a bug though. Let me know otherwise though. Thanks.