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Messages - Soupy Delicious

#76
Outdated / Re: [A17] Dangerous Rim V1.3
July 12, 2017, 03:06:54 PM
What kind of diversity in mental breaks and events?
#77
Outdated / Re: [A17] Improved Anaesthetic
July 12, 2017, 03:05:00 PM
This mod looks fucking awesome O_O  is there some catch?  Is it incompatable with everything?  WHY SHOULDNT I USE THIS?!

JT's Surgery mod, I got a feelin (and I use this one) that it will be incompatible.  Is this true? 
#78
Was looking for a mod that did this :DDD  are we motivating you enough?
#79
Outdated / Re: [A17] Quality Cooldown
July 12, 2017, 02:41:53 PM
thanks for the mod.  When I first started playing the game I was thinking that at least condition should affect attack cooldown.  Im enjoying using your mod :)
#80
Releases / Re: [A17] Psychology (2017-7-10)
July 12, 2017, 02:13:53 AM
Quote from: Linq on July 11, 2017, 12:14:14 PM
The Bleeding heart trait.

I'm sorry, man... I just cleared up my presumptions on discord.  The only other time a friend had died in my game, they had been tight, and the debuff was high.  Then I started using your mod... I think you can see where I made my assumptions from.  Mistakes.  Thanks, man.  Your mod is truly brilliant and I'm having so much fun enjoying the infinitely more believable colonists I'm playing with.
#81
Releases / Re: [A17] Psychology (2017-7-10)
July 12, 2017, 12:09:05 AM
Anxiety and panic attacks is the result of ptsd..
#82
Releases / Re: [A17] Psychology (2017-7-10)
July 11, 2017, 01:39:56 PM
Quote from: Linq on July 11, 2017, 12:14:14 PM
The Bleeding heart trait.

Eheh... Im not sure a trait really balances out such serious nerfs.  I understand that -10 sookiness for 1 quadrum is pretty serious, but losing a friend is pretty serious!  I'm sorry to ask, guv, but could you please direct me to the xml file (or what ever it is) where I can find the values for what I'm looking for?
#83
Releases / Re: [A17] Psychology (2017-7-10)
July 11, 2017, 12:05:42 PM
Linq, what's the reason for reducing the mood debuff brought upon by colonist deaths and friends dying?  Have you balanced it off with something else, or is it your personal preference? 
#84
Outdated / Re: [A17] Set-Up Camp v2.1 - A17 Update
July 11, 2017, 06:30:04 AM
Quote from: Canute on July 11, 2017, 06:26:16 AM
Yes you could, but animals are heavy. I would suggest to get a butchering spot from a tribal mod and butcher them before you leave.

And if you need chunks you could do the same.
Or mining, harvesting...
You even could create a colony there, you never get a raid but never a caravan or visitor either, perfect for basebuilder.

I understand the appeal... xD but I don't get excited by even mildly exploity things.  Thanks for verifying, but <3
#85
Hey!  Compatible with JT's Field Surgeries?
#86
Outdated / Re: [A17] Set-Up Camp v2.1 - A17 Update
July 11, 2017, 06:18:57 AM
Does this mean that you can basically farm wild animals by leaving camp and remaking camp?
#87
Outdated / Re: [A17] Set-Up Camp v2.1 - A17 Update
July 10, 2017, 08:35:42 AM
Whats different about this to the way it is now ingame, allowing you to settle places?
#88
Is this mod effectively stable for play and does it compliment or at least work with all the game systems?  Also, the only thing I can really picture going wrong is enemy Ai behaving slightly off, breaking their believability, which is super important to me! 

Actually, really, this mod seems to good to be true and I'm flabbergasted that one: I just used the world flabbergasted; two, that this mod is just here... Sitting here, in existence, being so thoughtfully crafted.

------

Well, disregard that first stupid paragraph.  I've actually played with the mod and been through multiple raids, and hunts, and events... being raided doesn't feel unnatural or cheaty like I feared.  Actually, it feels more natural now, not seeing the AI act kinda stupid, and so much more tense.... everything's so... directionally tense!  What does that MEAN!?

An escape pod came crashing down, and I actually had one very natural, very human decision to make: do I want to save person or do I not; or can I not?.  That is, instead of 'do I like his stats or do I not?'

Can't go back from this mod.  Thank you, guv, for your efforts.
#89
Releases / Re: [A17] Psychology (2017-7-8 v2)
July 09, 2017, 02:43:51 AM
Hello Linq. Was wondering if there was a way I could make the time-to-tend indicator on the anxiety condition a hidden from the player.  It seems like something that would be slightly unpredictable, and it feels mechanical to know it. If not, then take it as a half thought out idea :D

P.s. Just looking at the small changes you made in your latest comments.  I couldn't know if it's what you're doing or not, but don't backpedal too hastily on systems you've set out, lest you make their effect too lukewarm!  Alright, alright; I'm leaving :P
#90
Man... I've been wanting this kind of mod for ages. You're not adding in any super fancy pantsy endgame stuff, it's not all about the shiny and convenient (the opposite, actually).  Totally awesome.

I do have a worry, though: the medicines you've introduced... do they allow one a potential escape route to something in game, where there isn't in the vanilla game?  If so, that could probably throw a balance that Tynan intended.  I realise I'm doing exactly what you tutted against in one of the comments here (no, I have not yet played your mod), but I like to think I'm asking sensible questions.

So, it's the medicines I'm worried about; I can see that you've made the actual meat, you could say, of this mod as brutal as it needs to be (love you for that. I do.).

Is the acquisition of the medicines and the painkiller difficult (through expense, or finnickyness [not a word]; risk at every step of the process) enough to make treating such health conditions (be it cut off limb or malaria) always tense, always a maybe?  I want to think of medicines and blood packs as a precious treat, and not an endgame solve-all.

Hmmmmmm sorry to be a pain ;D