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Messages - morgredblack

#1
Releases / Re: [A17] Static Quality Plus A17.1
August 30, 2017, 08:47:11 PM
Hey you should add special pawn traits that further spice up pawns skill evolution and evolution cap. Make polymaths happen :D
#2
hey guys i started a tropical rainforest colony and i just ran out of medicine. do i have any chance other than pray a caravan with healroot seeds gets to me in time?
#3
Mods / Re: [Mod Request] Evolving Passions
August 27, 2017, 01:51:22 PM
not at all. this isn't about decay, or customizing things. this is about the game storyteller creating instances where passions evolve

edit: wait, it could be. what does the mod do exactly? it could really use a more detailed description
#4
Mods / [Mod Request] Evolving Passions
August 26, 2017, 01:49:16 PM
It would be great if pawns can find new passion as they live on. This should at least be true for younger pawns like teens and young adults. Maybe have the passions cap throughout life, like a pawn could have say 5 maximum passions (or 7 or all of them, but this only through perks - Polymath hint hint), and based on how old they are they should be eligible for developing passions. Maybe they could also lose cerain passions as time goes by. I'm just jotting this down fast because it seems a great idea, it could enhance the stories so much. Other people are welcome to chime in. It also seems like it could be implemented without beaking the game making you overpowered. Maybe pawns could develop passions based on events. Like if someone kills a relative of theirs i see an opportunity for a passion in combat to develop. Maybe creating a masterwork item. Do chime in!
#5
Quote from: Slipshodian on August 26, 2017, 11:49:07 AM
Quote from: morgredblack on August 26, 2017, 09:29:01 AM
bugs already. (barely started the game)

something about taming jobs is fucked up. messages saying  cannot do taming job because inventory is full keep spamming. the colonist grabs the food to tame the animal, or at least part of it but then something fails and this pops up. could be a stack issue or something. if i manually put him to prioritize it works, but only if i empty his inventory fist (i think its not always the case but most of the times)

i merely started the game and i'm frustrated by these bugs
The problem here is that for taming, they need a certain amount of space, which often they don't have unless they have gear equipped like a backpack. Basically the food being used is too bulky to be held by someone without some way of carrying it, since a lot of raw stuff has low nutrition values and such per unit.

I find the best way to work around it is to make kibble, and have the animal trainer use it either manually (short term) or through a loadout (long-term).

I had an idea about possibly adding in some sort of animal treats item specifically for use in taming, but I don't have a clue how to make the AI not try to just use raw food if it happens to be nearby or available.

oh, that makes sense. they were fruits with low nutrition and i was taming my megasloth hehe :D
thanks for enlightening me. that being said this modpack really needs some proper guides.
#6
bugs already. (barely started the game)

something about taming jobs is fucked up. messages saying  cannot do taming job because inventory is full keep spamming. the colonist grabs the food to tame the animal, or at least part of it but then something fails and this pops up. could be a stack issue or something. if i manually put him to prioritize it works, but only if i empty his inventory fist (i think its not always the case but most of the times)

i merely started the game and i'm frustrated by these bugs
#7
Outdated / Re: [A17] Rainbeau's Fertile Fields
June 27, 2017, 07:30:46 PM
Why doesn't the create compost from corpse work?