Yes!
Lights and carpets too please, it clutters the interface so badly that I avoid researching those two things.
Lights and carpets too please, it clutters the interface so badly that I avoid researching those two things.
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Show posts MenuQuote from: Illusion Distort on December 06, 2016, 05:36:41 PM
Seems more like something Tynan should add to the core game seeing as this is a "problem" / "feature" with the core game.
Quote from: cainiao on December 06, 2016, 07:01:43 PM
try redistheat mod,it has a tool called deconstruct reverse.
Quote from: Rock5 on December 07, 2016, 01:06:16 AM
I don't think having a solution that only applies to Power Conduits is the way to go.
Quote from: ZorbaTHutBond development happens:An animal can't bond if it already has a bond and that bond target is spawned. Otherwise, it's an 80% chance reduction for each bond they already have, and a 45% chance reduction for each bond their prospective master already has (applied multiplicatively).
- On successful taming (5% chance)
- On successful training (1.5% chance)
- On medical tending (1% chance)
- Randomly every hour to the animal's assigned master, if they're within 12 squares away (1% chance)
I actually don't see a bond pathway based on nuzzling - I thought this happened too, but I can't find any evidence of it and I may have been wrong. In fact, code-wise, the namer isn't even involved in the naming code, aside from the UI box that it pops up to let you know what happened.
Tl;dr: If you want animals to bond, make sure to assign them to whoever you want them to bond to. They won't just wander around and spontaneously bond.