Have the spelling errors of the mod been fixed? For example the beautiful locker ;_;
https://s28.postimg.org/jozg4dj3h/Locker.gif
https://s28.postimg.org/jozg4dj3h/Locker.gif
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Show posts MenuQuote from: katherineironfist on March 07, 2017, 04:13:36 PMisnt it modular like the couch is? so you should be able to keep adding more plots alongside it no?
Hey! I love this mod! I have a BIG problem!
How do I get that L shaped planter that goes around corners in your picture? I have ALL the furnitures in the MF tab - all except the L shaped planter. Its driving me absolutely nuts! I want that planter so bad but I can't seem to find it!
Help!
Quote from: Anonemous2 on March 05, 2017, 04:11:47 PMreally? i dont see itQuote from: Lethe on February 17, 2017, 06:49:16 PM
Anyway for you to make the dresser and night stand buff work on beds added by T's mod? They don't seem to work currently [no grey line connecting them like vanilla beds].
https://ludeon.com/forums/index.php?topic=4373.0
I believe there's a compatibility patch download on T's mods.
Quote from: Takel on March 07, 2017, 09:53:39 PMIve heard similar things said about this mod. Is there any plans to improve the work to reward ratio?
Personally, until the ducts get more reliable and intuitive in how they perform I'm mainly sticking to the medium wall heaters and vents. Trying to centralise heating/cooling at the moment seems like a massive investment in complexity and resources for very few immediate returns due to the poor returns in power savings and the overhead in extending the duct network
Quote from: Agent00Soul on March 25, 2017, 05:24:35 AMright thats also something that sounds very simple yet could be very effective. It kind of gives it a 'mission' or goal type of feel. As long as it isnt presented as a fetch quest, but more dynamic I feel it could work. Maybe an ally is being raided and asks for help, just like refugees do when in your base. Not helping could bring about penalty in relation or dead colonists for your allies, maybe some that are related to your own. And that could spawn a mood '- didnt help ally' '-family member killed' etc. The idea being that even a simple event could be deeper if it produces a consequential event based on your last decision.
Seems like this should be easy to do.
faction x needs 400 timber /food etc to see them through winter, fulfil and gain x rep..
destroying their settlements reduces their strength and the likelihood that they will be the ones to raid.
Different strength encampments city size population available silver to trade etc.
Would think most of this stuff could be done without too much work and greatly increase the depth of play.
Quote from: Aarkreinsil on April 17, 2016, 03:09:25 PMif you clear the snow can they eat the grass then? or does it need to wait until winters over
When there's snow, animals won't be able to eat the grass apparently.