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Messages - Rimrue

#331
Quote from: Thirite on April 01, 2017, 07:26:06 PM
Just wanted to update everyone on the current state of the mod. Work irl is getting very busy right now so I unfortunately haven't had any time to work on this lately. While it would be nice to just push out what I have so far, other half-implemented stuff is also sitting in the code that would need te to be removed- effectively working backwards, to make a new release. Sorry for the bad news to anyone hoping for a new update on the near future '^^

Thanks for the update. I will try to be patient! Lol
#332
I don't want to be pushy but any news on an update? I love this mod so much. :)

Thanks!
#333
IMHO just being able to age up a child to adulthood (BTW is that 13? 16? 18?) would be enough of a bonus without increasing their skills too. I think that's where the neurotrainer that already exists in the game would come in. Or the books Thirite us talking about introducing.

I do think children may need a debuff in their learning speed. I've played a few years into 3 different scenarios and in each of them the kids I've got level up fast. For example I currently have a 7 yr old who is level 8 cooking and level 9 growing. And an 8 yr old who is level 13 animals and level 10 medicine. LOL

Haven't got any babies past toddlerhood yet, but I imagine they will level up as fast once they hit child stage.

BTW any news when when the next update will be out?

Thanks! :)
#334
Mods / Re: [Mod Request] Smokeleaf oil
March 09, 2017, 11:35:11 PM
Awesome! Thank you!
#335
Mods / Re: [Mod Request] Smokeleaf oil
March 09, 2017, 07:03:17 PM
Awesome! Thanks so much!  :)

I just installed it and gave it a try with some colonists with scars, etc. and it works pretty much how I imagined.

Couple things I noticed:

1) Is it intentional that the work amount to make it is 60? It seems a little high. I figured 8 or 10 (or maybe even 20?) would be in line with existing values in the game. Especially since there's the initial research cost.

2) It still gives a +5 "high on smokeleaf oil" mood buff. I would prefer if it gives no high at all (like the real world stuff LOL). Again for balance purposes. I could see it becoming OP otherwise.

But otherwise it seems to work really great and I am excited to have it in the game. Been wanting a mild painkiller for a loooong time. :)

Thanks!!!
#336
Mods / Re: [Mod Request] Smokeleaf oil
March 09, 2017, 03:30:08 PM
Thank you so much! I can't wait to try it in game! :)
#337
Having played some more, I have another thought/suggestion: child-friendly painkillers. I hate seeing the poor little things in pain, but also don't feel right giving them addictive drugs. LOL

I had a thought to add smokeleaf oil to the game since it is non-addictive, but has painkilling properties. I have no idea about how coding works, but I posted a suggestion on the main mod board on how it would work in game to keep it (mostly) balanced:

https://ludeon.com/forums/index.php?topic=30977.0


I'm thinking, though, it probably should still have some long-term health effects. Maybe kidney or liver damage? Unfortunately I haven't been able to find any serious side effects for it's real life counterpoint. LOL

Anyway, hope that helps! :)

Rue
#338
Quote from: Tammabanana on March 08, 2017, 07:10:24 AM
Quote from: Facepunch on March 08, 2017, 12:02:35 AM
Would it be difficult to modify the age at which children become full colonists? I'm a pretty big fan of realism, but I've only had one colony go on for 14 years.

What happens at the 14-year-old-rollover, anyway? All my 4-13 year-olds have been able to do all the chores; I haven't had a chance to playtest the rollover process yet.

Pretty sure they age up at 13. I have had 3 turn 13 so far. They gain a third attribute and an adult pawn body. 2 ended up with bloodlust. What can I say? My colony had a tough start. :/

Rue
#339
Mods / Re: Smokeleaf oil?
March 07, 2017, 08:26:23 PM
Forgot to mention it would still have the increased appetite penalty and it wouldn't stack. So taking more won't eliminate more pain.

Please let me know if you are interested in making this mod!

Thanks!

Rue
#340
Yes! Would love to see the bill system added to growing zones! Also to be able to set the skill level of who can harvest which grow zones. Nothing worse than your level 1 grower (who you want to level up on rice and potatoes) trying to harvest your devilstrand!

Rue
#341
Mods / [Mod Request] Smokeleaf oil
March 07, 2017, 07:36:28 PM
I know basic painkiller mods have been requested before and are included in some advanced medicine mods, but I would like to request a simple (hopefully!) mod to add smokeleaf oil.

I've given a bit of thought to how it would work in the game and especially to keeping it balanced:

It would require researching (500 research points) and the drug lab to produce, but will offer the same painkilling effects as smokeleaf joints (×0.2) but won't have the speed penalty, consciousness penalty, or high on smokeleaf joy bonus. Also it won't cause asthma or carcinoma later in life for regular users. And has 0% addiction.

It would also require more smokeleaf plants and time to produce (8 smokeleaf and 8 time).

I think that would keep it balanced, while still being useful to players.

Oh, and for art I think the neutroamine sprite coloured green would work.

Thanks to anyone interested in giving this a go!

Rue
#342
Quote from: Thirite on February 22, 2017, 09:22:24 PM
Interesting feedback! I do plan to add skillbooks just as a way to get their skills up from zero to five or so, but that's surprising that they gain skill xp that quickly. Out of curiosity, are you using the Mad Skills mod to remove skill degradation? I don't think I'll completely remove children from raids, but I want to tweak it to make a bit more sense. Child soldiers certainly are a thing after all.

Nope. Only mods I'm running are the ones I mentioned. To be fair, for probably the first year I had all of 2 adults and the rest were kids. So they had to pull their weight earlier than they should've had to. LOL But I found they levelled up in their passion areas as least as fast as the adults did. If I recall correctly, they started off in the 1-4 skills range when I got them. But for passions it takes no time to level up those first few levels at all. Now they are experts and I even have a growing master. She lost her foot to frag grenades in a raid when she was 10, so she's restricted to home base and pretty much just gardens all day. She should be 13 soon. One of my other kids just turned 13. Like I said, I really am enjoying this mod. LOL

But if you could fix the glitch where the kid prisoners don't get fed that would be great. If they are injured or incapacitated the wardens will feed them, but not if they are healthy. I can't even prioritize them to do it. :/

Thanks!

Rue
#343
I installed this mod (my first for the game!) and really love it. But I am having a problem where wardens won't deliver food to prisoner children. :/ I am running the new set up camp and camping stuff mods too. So not sure if that is causing the conflict?

Also please don't change it so children never spawn in raids. Just perhaps reduce the chances of them spawning as raiders? My best colonists are 10-12 yr olds I've captured from raiders. LOL

Also, I haven't yet had any babies (I finally have one pg colonist) but I'm not sure if the textbooks are even necessary? My kids are already experts in their passion areas after only 2 yrs. Unless they are intended to work in conjunction with the growth vat? But then wouldn't the neurotrainer that already exists in the game work just as well?

Thanks for a great mod. I am really enjoying it. I don't think I will ever go back to vanilla after this. :)

Rue