Quote from: Lethe on April 08, 2017, 09:00:16 PMFree wall.
Thanks for pointing that out. I'm working on an update to the mod tonight, anyway, and that should be an easy bug to squash.
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Show posts MenuQuote from: Lethe on April 08, 2017, 09:00:16 PMFree wall.
Quote from: Pokk720 on April 05, 2017, 01:14:26 AMJust to clarify, you got rid of the randomization entirely?
Quote from: InterstellarOrbit on April 02, 2017, 04:00:45 PM
I could make a Giant tree that takes up the whole map xD (If Possible)

Quote from: AngleWyrm on April 03, 2017, 04:13:48 AMCan the traitDefs system be used to reveal all the available traits?
Quote from: dburgdorf on April 01, 2017, 12:26:01 PMQuote from: Dragoon on April 01, 2017, 11:44:36 AMI was kinda hoping this would be more a revival for the mod that just allows us to add backstories rather then, just an easier way to add ours to a mod that edits them.So, am I understanding correctly that you'd be interested in a mod which allows you to add backstories to the game, without offering any ability to edit or modify the pre-existing backstories? Such a mod would be a fairly trivial to create (perhaps as a "Lite" version of "Editable Backstories")....
Quote from: Pokk720 on April 02, 2017, 08:03:43 PM
Is there a way to change the rate at which thin body types show up? I've disabled it from every back story yet still half of my colonists show up with it.
Quote from: Dragoon on April 01, 2017, 11:44:36 AMI saw it stated it would rely on editable backstories, but I'm not entirely sure. Do need to get that? I was kinda hoping this would be more a revival for the mod that just allows us to add backstories rather then, just an easier way to add ours to a mod that edits them.

<ThingDef ParentName="RWC_PlantBase">
<defName>PlantGeranium</defName>
<label>geranium</label>
<description>A beautiful cultivated flower - great for brightening up a drab yard. Must be replanted often.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>24</Beauty>
</statBases>
<graphicData>
<texPath>Geranium</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<altitudeLayer>Item</altitudeLayer>
<selectable>true</selectable>
<ingestible>
<nutrition>0.03</nutrition>
</ingestible>
<plant>
<fertilitySensitivity>1</fertilitySensitivity>
<dieIfLeafless>true</dieIfLeafless>
<harvestTag>Standard</harvestTag>
<harvestDestroys>true</harvestDestroys>
<sowWork>400</sowWork>
<sowTags>
<li>Ground</li>
<li>Decorative</li>
</sowTags>
<growMinGlow>0.3</growMinGlow>
<topWindExposure>0.1</topWindExposure>
<growDays>1.5</growDays>
<lifespanFraction>5</lifespanFraction>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
<wildCommonalityMaxFraction>1.0</wildCommonalityMaxFraction>
<wildClusterSizeRange>
<min>2</min>
<max>6</max>
</wildClusterSizeRange>
<wildClusterRadius>4</wildClusterRadius>
<wildBiomes>
<AridShrubland>0.01</AridShrubland>
<BorealForest>0.1</BorealForest>
<Desert>0.01</Desert>
<ExtremeDesert>0.0</ExtremeDesert>
<TemperateForest>0.05</TemperateForest>
<TropicalRainforest>0.02</TropicalRainforest>
<Tundra>0.01</Tundra>
</wildBiomes>
</plant>
</ThingDef>
Quote from: Ramsis on March 30, 2017, 11:29:48 AMDorf stop taking the b8 m8.

Quote from: leonlim007 on March 30, 2017, 11:32:52 AM
Honestly, I already lost track of what is this "mod" is about actually....
Quote from: BlackSmokeDMax on March 30, 2017, 10:32:31 AM
Basically, ignoring hauling, is this more, less, or equal in work value to the vanilla process? I'm guessing it is still much less work, just wondering if you've done the math or not?

Quote from: Razzoriel on March 30, 2017, 10:30:05 AMCompletely forgot about the tags, thanks.

Quote from: Razzoriel on March 30, 2017, 10:30:05 AMCan you make background restrictions based on the pawn's sex?
