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Messages - DariusWolfe

#631
Mods / Re: [Mod Request] Old UI
July 22, 2016, 04:56:38 PM
Okay, yeah that's not bad.

I don't hate the current UI, but some of the buttons seem to be there primarily to fill the space.

I do like having 1-click access to a lot of the windows, so maybe a severely reduced UI, with little-to-nothing on screen before you want it would be a good compromise?
#632
Mods / Re: [MOD REQUEST] Battle-Hardening
July 22, 2016, 04:54:59 PM
I wouldn't say it should ever be gone entirely, but drastically reduced over time makes sense.

Also, 10 is a crazy low number.

I might go so far as to say once you've endured the effect and had it decay 10 times, it'd be pretty negligible; Maybe a 1-point reduction per incident endured, until you're at a minimum of a 1-point penalty.
#633
Ideas / Re: Repair order for broken down equipment
July 22, 2016, 04:31:44 PM
Select a colonist, right-click the broken equipment has always worked for me.
#634
Mods / Re: [Mod Request] Old UI
July 22, 2016, 03:36:41 PM
Do you have any screenshots of what the UI used to look like, for those of us who haven't been playing for too long?
#635
General Discussion / Re: No Nuzzling in A14c ?!?
July 22, 2016, 02:01:36 PM
Quote from: SpaceDorf on July 22, 2016, 01:24:32 PMIt seems this was just another way of randy telling me how doomed my last tribe was :)

When even the pets don't want to get attached, because they know you're not going to be around very long...
#636
General Discussion / Re: Not Perseus's master
July 22, 2016, 10:39:10 AM
From what I understand the "Not Bonded Animal's Master" mood debuff only checks if the Master assignment is someone OTHER than their bonded individual, so if they are not/cannot be assigned a Master, the debuff doesn't proc.

I think of it kind of like "But... he's my dog..."
#637
General Discussion / Re: Jackets are too niche.
July 22, 2016, 10:36:48 AM
Quote from: skullywag on July 22, 2016, 08:03:59 AM
drop em on the floor and check the info again, theres a bug in core where worn apparel is showing the stats from xml def not the correct ones.

So it's only a display error, not a functional error?
#638
Ideas / Re: Events Log
July 22, 2016, 10:20:40 AM
I have a project I'm working on that does something like this, but I'm not familiar enough with the modding process to even begin to make it a mod.

Right now, it's a clunky Excel sheet that you have to copy a specific portion of your save into, and I haven't quite figured out how to translate the time values into date/time format, but it would allow you to get a decent idea of what's gone on over the course of a campaign.

Eventually when I have some more time, I want to see about writing an application that will read the save file directly and output something cleanly readable, but I need to figure out how to read all the things first.
#639
Yeah, I've played around with the A13 build of that mod, but it takes extra work to make your name lists override the Vanilla lists, and apparently it doesn't work for slaves? Also, unless I was misunderstanding, you can't override backstories and pregen pawns.

If y'all can make that work when you integrate it into CCL, you'll be my heroes.
#640
Quote from: ReviireActually, i'd say just keep it as it is. Traits are there to define your characters, and it's your issue if you want certain traits for gameplay rather than story.

Sure, okay, fine. Then let's go ahead and add Heterosexuality as a trait, and Bisexuality and Asexuality too.

You're forced to have one of these traits, in addition to the other traits your character can randomly roll.

Then, just to make it a little easier to read, we'll move this trait upward on the display, to right below the part where it tells your sex and age.

Or, yanno, since all traits are the same, let's go ahead and make your Sex/Gender a Trait, as well as Age. Might want to increase it from 3 to maybe 5-6 traits, though, since Traits are simply things that define your character, and we're going to quickly run out of slots this way...

Quote from: Shakawheterosexuality is the standard, and being gay is a deviation from this standard

I'll say it again. For. You.
#641
Can you edit the backstories in that file, or just extract to look at? I'm not sure what the merit of looking at them is if you can't edit, add or remove from the Vanilla pool.
#642
Mods / Re: [Request] Simpler Surgery Mod
July 21, 2016, 07:31:25 PM
FWIW, it (the A13 version) hasn't broken for me in my current A14 game. I get the errors at the menu-screen, but in terms of in-game effect, it seems to be working well.
#643
What's off-topic? Everything I'm seeing is related to the topic of sexuality in the game and related universe.

Is it the discussion of whether certain sexualities are considered deviant?
#644
A13 lights work without any real errors, so far, if you don't want to wait...
#645
Mods / Re: [Request] Simpler Surgery Mod
July 21, 2016, 07:23:15 PM
So far, it looks like Skullywag's Extended Surgery has what I want, too. I've not *had* a shattered pelvis since I downloaded it, but I have seen the occasional pelvis for sale.