Thank you so much for hearing my prayers! Installing now.
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#32
Outdated / Re: [A15] CK - Animal & Plant Pack v1.3.1 (11/04/16)
November 05, 2016, 08:22:42 AM
kaveman, You're a pretty awesome dud for doing that for him!
#33
Releases / Re: [A15] Hospitality (v1.15d - updated 02.11.2016)
November 03, 2016, 08:58:20 PM
Wow, I've had visitors die, but not to that extent, but I also tend to send out welcoming parties and escorts off the map for visitors.
I love and use both these mods, btw. The one I couldn't survive was the hostile forest one...wayyyy to many alpha animals and too many trees to run fast.
I love and use both these mods, btw. The one I couldn't survive was the hostile forest one...wayyyy to many alpha animals and too many trees to run fast.
#34
Mods / Re: Prisoner food
November 03, 2016, 06:05:18 PMQuote from: SteelRev on November 03, 2016, 01:53:07 PMThanks I'll try that as a quick fix, but I'd have to rebuild my cells to fit a stockpile in each cell.
Place a stockpile in the cell and remove the "gets food" option on the prisoner tab. They will feed themselves what ever you leave in the stock pile.
Never even played with the Nutrient paste, so disgusting to even think about.
#35
Mods / Prisoner food
November 03, 2016, 01:25:13 PM
One thing that has always bothered me about this game is the fact that my pawns will feed my prisoners the best quality food they can get their hands on, leaving my tribe to eat berries and nuts...
Is there something I can edit somewhere(or more likely one of you modders that knows how this game works)
to reverse prisoner preference for food? let them eat berries while my pawns feast for a change!
Or in a best case, could someone add a slider bar to the pawns that controls food quality(or no food at all) like the bar that allows med quality?
You could name the mod "No soup for you!"
Is there something I can edit somewhere(or more likely one of you modders that knows how this game works)
to reverse prisoner preference for food? let them eat berries while my pawns feast for a change!
Or in a best case, could someone add a slider bar to the pawns that controls food quality(or no food at all) like the bar that allows med quality?
You could name the mod "No soup for you!"
#36
Mods / Re: Prehistoric Mod
November 03, 2016, 01:08:43 PM
Yeah it blows my mind that no one has created a pure dinosaur mod for this game yet
#37
Outdated / Re: [A15] Better Pathfinding (v1.2.1 update 10/16)
November 03, 2016, 12:59:07 PM
love this mod btw, don't think I mentioned it before. Fixes an issue that drove me nuts playing this game.
#38
Outdated / Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
November 03, 2016, 12:54:37 PM
That sounds about like how I thought you'd have to use it.
So if that's the case, I would absolutely use it around my buildings, but not as a path. Because I like having set routes for my pawns to travel across the map, and maintaining crops, even as little as your suggesting, would wear my pawns out, I'd stick with regular floor tiles. Side question, what about having dead veg near the walls? Fire hazard or do you care about it in a tropical environment that gets so much rain?
I agree, no cost floors with a speed benefit is a bit op, but I still like the idea of adding a dirt path/trampled earth look so maybe add a low cost to build no bonus path option as well. I don't think any player of this game would complain about getting too many choices.
Basically withthe look of this mod, any of the stone pathways, with the edge visible for every tile, looks a bit off. Would a floor tile made to look like its 'rough' counterpart work? Because, in this biome with the amount of vegetation, I think any path will look like it's about to be overwhelmed by plants anyways. And I think 'dirt' path would work in most biomes except ice sheet and tundra, not sure how'd draw it, maybe as a trench through the snow?
Anyways, to sum up.
Would absolutely use the trampled plants to keep a 2 box clearing away from my buildings.
But not as a pathing mechanism. (would use, and cringe at, stone walkways).
Love the mod, love what you are doing and where it's going.
Between writing these, just encountered my first manhunting tiger pack, serious FU guys, tore through my door and tore the arms off my best constructor and crafter before I could rally the troops.
Can't wait till you move onto the next biome.
I"ll shut up now
So if that's the case, I would absolutely use it around my buildings, but not as a path. Because I like having set routes for my pawns to travel across the map, and maintaining crops, even as little as your suggesting, would wear my pawns out, I'd stick with regular floor tiles. Side question, what about having dead veg near the walls? Fire hazard or do you care about it in a tropical environment that gets so much rain?
I agree, no cost floors with a speed benefit is a bit op, but I still like the idea of adding a dirt path/trampled earth look so maybe add a low cost to build no bonus path option as well. I don't think any player of this game would complain about getting too many choices.
Basically withthe look of this mod, any of the stone pathways, with the edge visible for every tile, looks a bit off. Would a floor tile made to look like its 'rough' counterpart work? Because, in this biome with the amount of vegetation, I think any path will look like it's about to be overwhelmed by plants anyways. And I think 'dirt' path would work in most biomes except ice sheet and tundra, not sure how'd draw it, maybe as a trench through the snow?
Anyways, to sum up.
Would absolutely use the trampled plants to keep a 2 box clearing away from my buildings.
But not as a pathing mechanism. (would use, and cringe at, stone walkways).
Love the mod, love what you are doing and where it's going.
Between writing these, just encountered my first manhunting tiger pack, serious FU guys, tore through my door and tore the arms off my best constructor and crafter before I could rally the troops.

Can't wait till you move onto the next biome.
I"ll shut up now
#39
Outdated / Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
November 03, 2016, 10:50:50 AM
sounds good the way you explain it. I have no idea ow to mod, or what's possible, but my head is full of ideas.
#40
Outdated / Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
November 03, 2016, 07:45:42 AM
Well, when I saw your picture above of the suggested fix, I liked it, that's probably how villages look in a jungle when they start. But then my mind jumped to...well they look like that at first but after awhile wherever you go gets worn and nothing grows there, ala a path.
Every jungle movie you've ever seen has paths that are worn into the ground (that probably should have grown back eons ago) with vegetation growing along the sides of it.
I was thinking a brown tile with a hint of grass spouts in it randomly, with a speed bonus slightly less than paved stone.
Every jungle movie you've ever seen has paths that are worn into the ground (that probably should have grown back eons ago) with vegetation growing along the sides of it.
I was thinking a brown tile with a hint of grass spouts in it randomly, with a speed bonus slightly less than paved stone.
#41
Outdated / Re: [A15] CK - Animal & Plant Pack v1.3 (10/27/16)
November 03, 2016, 06:33:42 AM
I like the idea of the flattened area as a floor. I would do that around every building I have, since I already cheat in a 2 block wide paved area so I can see my doors and paths anyway. But how about adding a "worn path" tile instead of just trampled vegetation.
Or, not sure is it's possible, but could you tie in the cleaners ability to hunt down every last spec of dust, and have them maintain a sprout free environment? Basically a plant cutting version of the cleaners skill?
Or, not sure is it's possible, but could you tie in the cleaners ability to hunt down every last spec of dust, and have them maintain a sprout free environment? Basically a plant cutting version of the cleaners skill?
#42
Releases / Re: [A15] AllowTool (2.3.2) Easily unforbid items (new tools!)
October 22, 2016, 08:34:42 AM
That seemed to fix it, love this mod!
You asked in the WS if I saw red text in the crash report, but with this crash I never got that far, I just got a pop up window, like if you try and load a save without a dependent mod loaded, stating there was an error loading the map, and it would kick you back to main menu.
Anyways great work!
You asked in the WS if I saw red text in the crash report, but with this crash I never got that far, I just got a pop up window, like if you try and load a save without a dependent mod loaded, stating there was an error loading the map, and it would kick you back to main menu.
Anyways great work!
#43
Releases / Re: [A15] AllowTool (2.3.1) Easily unforbid items (new tools!)
October 21, 2016, 11:56:34 PMQuote from: onerous1 on October 21, 2016, 02:43:13 PM
Is the 2.1.0 version still available (github is down right now)? I'm having trouble with the newest version 2.3.0. I'm unable to load and saves with it installed and I foolishly deleted the older version.
Having the same issue since the update. I get a pop-up window stating that I have an error with map creation, either on initial creation or when I try to load a save. It doesn't matter where I put your mod in the load order either. Game works fine when I unload your mod.
#44
Outdated / Re: [A15] Alpha Animals
October 19, 2016, 07:32:15 AMQuote from: Tammabanana on October 18, 2016, 09:04:38 PMI get that too once in a while, don't know why but all animals will show 0 dps.
Well, tonight the dps says 5.9, so I'm wrong about that part. I dunno why it said 0 when I was playing with it last night, oh well.
#45
Outdated / Re: [ a13 ] Wastelander's Minor mods: Mending
July 27, 2016, 07:49:46 AM
Could you force it to use cloth, instead of components? You can rationalize it as the cloth being spun into thread to mend everything. I'd rather have that then components.