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Messages - AngleWyrm

#976
Teachers and Skills
I did some study of the xml files to see what all is required of the teachers and what they can teach, and here's a summary of what I found.

All Teachers
Every class of teacher can improve their students in these skills:
  • TradePriceImprovement
  • RecruitPrisonerChance
  • GiftImpact

Warrior
Skill 8+ in: Shooting, Melee(?), Doctoring(?)
  • MoveSpeed
  • ShootingAccuracy
  • MeleeHitChance
  • MedicalTendQualityOffset

Carpenter
Skill 8+ in: Construction, Crafting, Art
  • ConstructionFailChance
  • ConstructionSpeed
  • WorkSpeedGlobal
  • MiningSpeed

Scientist
Skill 8+ in: Research, Doctor(?), Handler(?)
  • ResearchSpeed
  • PsychincSensitivity
  • SurgerySuccesChance
  • TrainAnimalChance
  • GlobalLearningFactor

Botanist
Skill 8+ in: Growing, Handling, Doctoring(?)
  • PlantWorkSpeed
  • FoodPoisonChance
  • HarvestFailChance
  • HealingQuality
  • TameAnimalChance
  • ImmunityGainSpeed

The skills marked with a question were added to the list by me as the most likely skill responsible for the gains. They may or may not be required as they weren't mentioned in-game.

EDIT: The pop-up message text when a teacher begins class seems to change depending on the skill set of the teacher; it's showing what the current teacher can provide rather than what's needed.
#977
Ideas / Re: Wagons
March 08, 2017, 12:57:01 PM
  • Wagon/Cart The addition of a wagon or cart system would be a nice thing to have.
  • Carts and Wagons A vehicle framework could give transportation a major boost.
  • Mobile Stockpiles Wagons and saddle bags please with an ox cart having the higher of capacities
#978
Quote from: Canute on March 08, 2017, 02:57:33 AM
1. currently there is no way/event that a colonist can leave your colony. So "for a while" means "forever".

It's possible to code that behavior into the game though; Puffin's Rumours & Deception mod has this as a feature:

Quote
- Defection: A socially isolated colonist may, over time, decide that they're better off elsewhere. If they remain friendless, they may walk off the map and join an ally.
- Splinter: In the unlikely event that a clique of friends forms within the colony that is largely hostile to the rest, they may choose to leave together and form a new map faction. They will take some of your colony's belongings with them as they go.
- Brawl: Even if they don't leave, hostile cliques will start fights- unless you patch up your fractured colony, mass brawls will break out.
#979
#1: I have had joined characters from that for a while event for 3~5 seasons, and have never seen a matching closing event where they decide that for a while is over. Would be nice if that vague time limit existed, and could be fun to either encourage them to stay when they decide the probation period is over or to discourage them from staying if they weren't what you needed after all.

#3: I use storage containers for food so that I can specify what is allowed in them and what is not. That way the storage containers in the guest quarters don't contain what I don't want to sell. There's a few mods that provide food storage; the one I'm currently using is Extended Storage by Skullywag, which also includes little freezer units I like to think of as vending machines.
#980
Mods / Re: [Mod Request] Haircut/Barbershop Mod
March 08, 2017, 12:14:45 AM
A great new addition to the mod set is the Change Dresser by Kiame

#981
Suggestion
On the first post the download links should list all the dependencies. Something like so:

Downloads
Install the following set of mods in the order listed:
#982
General Discussion / Re: Farmer John's Chicken Ranch
March 07, 2017, 10:12:30 PM
New Colony, New Test: Chicken McNuggets  ;D
I'm taking 3 hens and a rooster, and I want at least one female and one male chick growing to adulthood in case some fox comes along and raids the hen house.

6 birds x 10 haygrass/3 birds = 60/3 = 20 haygrass

It's not as much meat, but I'm spawning on a shoreline so it will be a fishing village.
#983
Maybe make the rescue priority a player choice, so that they can take the situation into account.
#984
Mods / Suggestion for Research Tips
March 07, 2017, 07:05:47 PM
If your mod adds something the player can build
Could you please include which bench or tab the item is to be built from in the research tips?
#985
Outdated / Re: [A16] Change Dresser
March 07, 2017, 06:53:15 PM
Nice! The clothing recolor tool I had been using didn't have a scroll bar, so it wasn't possible to do everything they were wearing.
Works as advertised, thanks for a great mod

*applause*

#986
The team that put together the SK Hardcore Project did some heavy modding to the included mods, and as part of their set they included both EdB's Prepare Carefully and Puffin's Rumors and Deception.

So I extracted their versions of both from the zip, then added Romance Diversified:
  • It has been running without lag
  • Prepare Carefully displays the normal three trait selection
  • One of my adoptees had a forth trait (Straight) so it's in there, just hidden
  • A new colonist got a bad mood from one of the residents telling lies about them
  • A pair of lovers proposed marriage while out on a date
#987
Ideas / Re: Your Cheapest Ideas
March 07, 2017, 06:37:48 PM
Quote from: PetWolverine on March 07, 2017, 06:19:59 PM
Make drafted pawns not run around at random when on fire, but just stay in place and beat the fire out. I can see it when it's a civilian and they panic, but when my battle-hardened sniper gets hit by the splash from an inferno cannon and responds by running out from behind the wall, across the sandbags and directly toward the mob of mechanoids that are trying to kill her it really strains credulity. For balance, you shouldn't be able to draft an already-burning colonist to stop the panic, and a burning draftee still shouldn't respond to orders until the fire is extinguished.

Stop, Drop and Roll
That sounds like a trained skill pertaining to firefighting. Does firefighting have any skill dependencies? If not then maybe some medical skill for first aid could be counted.
#988
General Discussion / Re: Damage Per Second
March 07, 2017, 06:22:21 PM
Thanks for some clarity on the RPM stat and the chance to hit being rolled per projectile.

That means that the damage/shot x shots calculation has to come after factoring in the chance to hit.
#989
General Discussion / Re: Farmer John's Chicken Ranch
March 07, 2017, 06:14:09 PM
Yep, they all hatch at the same time, forming batches of chicks.
#990
Mods / Re: [Mod Request] Windows!
March 07, 2017, 02:05:38 AM
Check out Clutter Structure by mrofa