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Messages - Ruisuki

Pages: 1 ... 64 65 [66]
976
Organ rejection is currently not in the mod, but several people have asked for it. I think the mod is fairly complete at the moment, but I might add something like that later if it makes sense for me to do it.
Cool. What about the 'limb adjustment' idea where proficiency increases gradually over a couple days post surgery?

977
Cool cool. I like to stay close to vanilla, but not too close. I saw how people say EPOE allows you to heal every injury and that removes the sense of danger for me. That and 8 workbenches is excessive imo, I like to keep that number low. I'll be popping this bad boy in as soon as I turn up the difficulty on my existing file.

Question: There was a mod that made bionic implants not immediately effective, as in colonists had to struggle to regain functionality of their new limbs. I believe made by the author of EPOE but I could be wrong. While I wasn't a fan of the continual med requirements to mimic organ rejection I did like the former effect. It hasnt been updated so Im not sure how it handled it, but Im assuming the proficiency of the new limb increased gradually. So manipulation wouldnt immediately jump past 100% for a bionic arm for example. Is there anything like that in this mod?

978
Havent played with EPOE but seems the consensus here is this is more realistic/costly? If so I am interested. Just wondering whether you ever added the eyepatch I heard so much about, to this mod?

979
Outdated / Re: [A16] Psychology (2017-2-2)
« on: March 05, 2017, 07:22:34 AM »
This sounds awesome, but Im kind of intimidated to try it. You note its fine to use on an existing save, but if I find its not for me is it also safe to uninstall without save corruption?

Got a 'galaxy wide transmission' note when booted. Is this part of the mod giving me a heads up that I installed on existing save or something that always happens?

Anybody know how to alter the mod settings?

980
Releases / Re: [A16] Area Rugs (also A12 to A15)
« on: March 05, 2017, 07:14:10 AM »
Curious as to how this interacts with T's "more cloth" mod since that changes cloth to be farmed into fibers and then made into actual cloth via workbench. Would it then be possible to dye it with this mods bench? Also are there any problems running this mid save, or uninstalling it temporarily should a problem arise?

Im planning on running FashionRIMsta. What determines whether colonists wear dyed clothing from this mod, or clothes native to other clothing mods like apparello? Can other apparel mod clothing be dyed? Safe to assume both can coexist like hair mods can?

Last question do rugs have any impact on cleanliness? I wouldn't want something as OP as the carpet dirt absorber but just wondering if it has a slight impact? Sorry lots of questions I know

981
Sweet man thanks. This game is just too good, and y'all just make it even better.

982
Is this compatible with killface's facial stuff? I really like these hairstyles. Ive heard FS fixed the issues of beards disappearing with hats, does this also?

I know theres a mod that adds hats only on the top bar(or on the character, not sure) so you can still see the characters hair. Not sure how this plays with hair mods like this

I believe this might already be in Killface's mod? We talked about it, but I'm not sure if he ever did it. I've also been provided a plugin that would make beards visible under hats for my mod, but I've been too busy to implement it.

As for the hats mod, it should play nice with mods like these. It would be rather strange if it did not.
Killerface responded to my question on whether Spoons hair mod was compatible with Facial Stuff and he replied that it is, but all of his hair were included in Facial Stuff as his beards interfere with Spoons. So either he integrated both Spoons Hair Mod AND Rimhair or he was thinking of THIS mod and not the other. I'll run FS and see if yours was included, because it's top notch and I really want it in my game.

Edit: Spoon confirmed his mod was integrated into FS, will test this one later this week.

Also the mod I was thinking of is irrespective of the disappearing beards issue with hair mods, and simply takes hats off the top icons, keeping them on the characters themselves. For anyone interested its called, 'A world without Hat'

983
So I downloaded the mod from dropbox, named 'noterraforming'. I assume this is a compilation of all mods mentioned in the installation section. Do I also need to download the patch 1.13 if I have never added these mods to my game?

984
says this mod wasnt made for my version of the game and probably wont wrk probably...Im on A16, is this normal?

edit: i extracted master zip and copied the folder inside of what was extracted to my mods folder. Thats good right fam?

985
Is this compatible with killface's facial stuff? I really like these hairstyles. Ive heard FS fixed the issues of beards disappearing with hats, does this also?

I know theres a mod that adds hats only on the top bar(or on the character, not sure) so you can still see the characters hair. Not sure how this plays with hair mods like this

986
Outdated / Re: [A16] Colony Leadership and Teaching v1.2.1
« on: February 26, 2017, 10:11:32 PM »
Sounds like a badass mod. Though I think it would be cooler if the leader could assign roles. So there could be a teacher role for instance and maybe theyd get a slight relationship bonus for assigning them to it. It seems better than having the leader of the colony do the actual teaching. You'd think that would fall to someone else. Same with doctor, guard captain, chef etc
any chance of something like this happening?

987
Outdated / Re: [A16] Set-Up Camp v0.1.1 - Now with custom settings!
« on: February 24, 2017, 07:24:53 PM »
Nandoalt straight killing it with all his mod releases.

988
Outdated / Re: [A16] Colony Leadership and Teaching v1.2.1
« on: February 22, 2017, 06:43:25 PM »
On the theory that elections are being cancelled because they take longer than a single joy-period, I declared the 7th to be a holiday by designating all non-sleep time as joy time. The election took place early in the day, and succeeded.

Leaders Elected
Jon, Social-10, Construction-9 was elected as a Carpenter Level-2
Ben, Social-5, Shooting-10 was elected as a Warrior Level-3

Relations map at the time of election

Is it possible to schedule worktime and sleeptime based on dates? If not, I wonder if theres a mod for that, because itd be sweet. I like the holiday idea.

989
Outdated / Re: [A16] Colony Leadership and Teaching v1.2.1
« on: February 21, 2017, 04:13:28 AM »
Sounds like a badass mod. Though I think it would be cooler if the leader could assign roles. So there could be a teacher role for instance and maybe theyd get a slight relationship bonus for assigning them to it. It seems better than having the leader of the colony do the actual teaching. You'd think that would fall to someone else. Same with doctor, guard captain, chef etc

990
Releases / Re: [A16] Hospitality (v1.16f - updated 17.02.2017)
« on: February 19, 2017, 04:24:04 AM »
Can i try to recruit someone thats part of a caravan passing through my colony? I havent activated the mod yet wondering if itll work

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