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Messages - Ruisuki

#871
Have the spelling errors of the mod been fixed? For example the beautiful locker ;_;
https://s28.postimg.org/jozg4dj3h/Locker.gif
#872
synleather and synwool?  those are new items arent they? yeah im just looking for a way to combine all leftover leathers into patchworks so my place isnt littered by trashstacks
#873
are the pews on this image(and others below it) from modular tables as the recommend section suggests?:

I see some people suggesting More furniture for it but to my knowledge MF doesnt add pews?
#874
is there anywhere I can see a visual representation of the mods? Specifically interested in modular tables and target practice mods.

How is the target practice mod different from haplos misc training facilities mod? https://ludeon.com/forums/index.php?topic=3612.0

Can you interact with the shooting objects or is it just drafting and shooting the same as you would shoot a wall but with more hp as the former is?
#875
Any chance of having the dresser function like Clutter's wardrobe to hold armor/clothing sets?
Quote from: katherineironfist on March 07, 2017, 04:13:36 PM
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!
isnt it modular like the couch is? so you should be able to keep adding more plots alongside it no?
Quote from: Anonemous2 on March 05, 2017, 04:11:47 PM
Quote 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.
really? i dont see it
#876
for shooting training mod...am i just supposed to shoot at it? because right clicking bnrings up no options. Only the melee dummy brings it up after I drop my weapon. Whats the difference between the shooting target the mod adds and me just shooting at a wall? Just the HP difference??

The archery dummy also offers me nothing
#877
Ideas / Re: Water and Hygiene
March 26, 2017, 08:43:34 AM
dubbs has a hygene mod. dubbs bad hygene
#878
Ideas / Re: Slave Labor
March 26, 2017, 08:32:34 AM
Yeah when you think about how you may have a colony full of primadonnas who wont haul slaves would actually be really useful for that as well. Though the chance of a prisoner listening should depend on traits(compatible with psychology mod) and the skill of warden. If the speech check fails he wont listen maybe try to break out after enough fails. I think tying this idea along with anglewyrms where prisoner conditioning is done incrementally in tiers(1/7) and then having a failed one decrease progress(0/7). If it becomes negative the consequence is it increases AI aggression/desperation to escape. Or maybe a separate tier tracker for negative speech check failures which result in escape attempts after having enough of them (7/7). Time in jail could increase ro decrease difficulty of success depeneding on rationale. This could be a good additional way to level up social, the worst skill to level. Mood debuff for entire colony for keeping slaves though. Also faction relation penalty for who you imprisoned. Maybe they attempt a siege to retake colonist? Opens up door for events to be created from this as well.
#879
More of an incentive to keep places clean ya.
Anyone know if skylights work over mountains btw? Probably shouldnt right

#880
Quote from: Takel on March 07, 2017, 09:53:39 PM
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
Ive heard similar things said about this mod. Is there any plans to improve the work to reward ratio?
#881
Quote from: Agent00Soul on March 25, 2017, 05:24:35 AM
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.
right 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.
#882
General Discussion / Re: Kibble - Is it worth it?
March 25, 2017, 04:29:21 AM
Quote from: Aarkreinsil on April 17, 2016, 03:09:25 PM
When there's snow, animals won't be able to eat the grass apparently.
if you clear the snow can they eat the grass then? or does it need to wait until winters over
#883
Just wondering if this is something y'all would like to see in RW? I think its really cool having a colonist with a sister whos a faction leader of another colony but as it stands now they might as well be strangers. Would be cool to see some sort of interactions made available through this. More events is what im thinking. And maybe some dialogue choices that spring up in a similar way to when a wanderer is being chased by a raider and asks to join you, more of events that give you choice along that end. Maybe even during caravan rides to make it slightly oregon trailish.

Im hoping this is something Tynan focuses on in the future anyway
#884
I would download vegetable garden if it offered a modular version, as good as it sounds(and it definitely does) it just adds to much at once for my tastes. I have enough workbench mods as it is too.
#885
gonna build a beautiful chapel with these walls thanks jacob