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Messages - tsmt1001

#46
Mods / Re: Legacy Colonists
April 29, 2019, 11:19:50 PM
I don't have alien humanoids enabled. So far I haven't noticed any issues with Prepare Carefully, except that after I added Psychology, left behind pawns are no longer generated. I like some features in Psychology, like the election thing, and the fact that I can treat traits like pyromania, but I can live without them.
#47
Mods / Re: Legacy Colonists
April 28, 2019, 04:59:53 PM
I've done some research and it looks like no pawn left behind and prepare carefully mods may interfere with psychology mod. And if I remember correctly, before I added psychology mod, I got my left behind pawns or at least most of them. Before I start my next colony, as much as it pains me, I will remove psychology mod and see if I get my left behind pawns.
#48
Hydroponics are your friend. I push that research as well as geothermal and solar, because those sun lamps are energy hogs.
#49
I build 10+ automatic mortars and missile turrets in my inner courtyard.  I keep them on 'hold fire' most of the time, so that they don't go off for animal revenge. Before I turn on the reactor, I make sure all animals and colonists are safely within the walls and turn the turrets on. The raiders take a lot of beating from them before they reach the entrance. I didn't try this on difficulty above medium, though.
#50
Not sure about that, I've seen Ugly and Staggeringly Ugly on a variety of backgrounds. Moreover, I had colony-kids born with this trait. From a debuff perspective, it's a face even a mother cannot love.
#51
So I have this pawn Wanda Irioth join the colony. Wanda started romance with McCay. All was going well until a caravan stopped by and it had Wanda's husband in it. Shortly after caravan left McCay broke up with Wanda. I guess she forgot to mention that she was married...
#52
I started using space heater to kill off unwanted prisoners. If their stats are not good enough for recruiting, I put a space heater into their cell set to 160F and give them no medical care. They die of heat stroke, the colonists get a mood rebuff that an innocent prisoner died, but it's not as bad as innocent prisoner executed. But this definitely violates Geneva convention.
#53
Mods / Re: Legacy Colonists
April 24, 2019, 09:53:31 PM
There is a "no pawn left behind" mod which sort of spawns random events with your left behind pawns. It's been hit or miss for me, though.
#54
General Discussion / Encouraging romance
April 24, 2019, 09:50:11 PM
So, is there a way to encourage pawns to romance each other? I played with and without Psychology mod, but it seems like it's a hit or miss to get them to pair up. On my previous colony, they were just pairing up like crazy, on my current one - not so much. I haven't done much different, except that my initial 3 pawns had left behind relationships.
#55
Mods / No pawn left behind question
April 22, 2019, 10:46:39 AM
Can someone explain to me how "no pawn left behind" decides which pawns are left behind? It is not taking the pawns I pregenererated (I start with 3 picked out of 8). Instead it is giving me pawns which have a relationship with my 3 chosen pawns, but they don't have my pregenerated stats.
#56
Mods / Re: [mod request] Clay and Bricks
April 22, 2019, 10:30:15 AM
Quote from: AllisonIsLivid on April 21, 2019, 02:52:50 PM
Well, at the very least, I've finished what I set out to do. I've created a version of Atlas Materials which is stripped of all content but the Mud, Sand, Clay, Brick, and Adobe resources (slightly tweaked for better balance and realistic color,) and the kilns needed to work the materials. I suppose I'll try and contact Atlas to see how he feels about me sharing it or uploading it, for anyone who's interested.

Would bricks be a renewable resource? You eventually run out of chunks and rock you can mine to get them.
#57
Interesting, apparently bionic parts don't work on boomalopes at all. Simple animal prosthetics do, but bionics don't. Looks like it's intentional, but it seems a bit unfair. I have "kill for me" mod active and train boomalopes and boomrats to be on the kill team, so I get quite a few injured boomalopes and boomrats. I had a boomalope who lost both eyes and another one who had its jaw shattered, and there is no simple prosthetic jaw or simple eye I could install on them.
#58
So, maybe a bit of cosmetic surgery? To have the trait go away. Because the opinion effect from other pawns on this trait is just horrible. Psychology mod, for example, treats chemical interest and chemical fascination traits. They don't fully go away, but at least the pawns stop binging on random drugs. Cosmetic surgery would be nice, especially since glitterwotld surgeon background implies that it exists.
#59
There should be a mod which addresses it. Psychology mod, as I understand, addresses Chemical interest and Chemical fascination traits. They don't go away, but at least those pawns don't start binging on random drugs. Why not have a mod which removes the effects of Ugly and Staggeringly Ugly traits?
#60
Mods / Re: Rational Romance or Psychology mod
April 05, 2019, 08:19:59 PM
I liked psychology mayor feature. It had some cool interactions.