In the interest of paring down my mod list to make room for more later and the occasional losses due to maps not loading, I’ve decided to unsub SRTS the next time I need to reload.
LWOP (I assume that stands for “Like, WayOver Powered”) contains a shuttle which “violates three international treaties and basic Newtonian physics.” It can go to any location in the entire world without stopping to refuel. Only used that shuttle once so far but had no issues landing.
I tried the LWOP power armor once and discovered there is such a thing as too overpowered; threw the game way off balance.
That storyteller evidently does not create Hospitality guests. Switched storytellers during summer, year two, and finally have some.
Oh, and nothing happened when a Pandora’s box was opened with Erin Eccentric active. Opening one with the current storyteller (don’t remember which) spawned some simultaneous incidents as intended.
Three sentience catalysts are in the colony but they’re unusable. Hovering over any animal with one active turns off the HUD, making the animal unclickable.
I hadn’t noticed until he turned up in a trading caravan but her husband was in another faction. He’s now with us and she’s pregnant. I’m guessing there wouldn’t have been any goodwill hit if this mod had been enabled at the time.
This similar mod from January recently turned up while I was looking for something else. Five simian species with poor social skills due to being unable to communicate properly and their inherent “filthy primate” gene.
The same search also turned this up.
Tank girls not included.
This says it’s for quest generation but it seems to speed up encounter map generation as well.
I’m guessing this would have helped.
I see I didn’t mention our current group of non-Hospitality guests. 11 prisoners, each with various stages of paralytic abasia, and their four (royal) guards. Like the previous guests, these were generated by the Used Furniture mission board – at which we volunteered to host some prisoners after completing the prison.
One prisoner is a Cutebold Taukai from Alpha Genes.
These pawns have Teratogenesis:
Carriers of this gene constantly generate tumors all over their body. They are not immune to death from these tumors.
A new carcinoma will be generated every 42000 to 72000 ticks (0.7 to 1.2 days), and no more than ten carcinomas may be present at the same time on the body.
If this pawn was a member of the colony, they’d be able to use their tumors to cure (or infect) other pawns.
Our spaceport is up & running and a current Hospitality guest has fallen in love with my starting pawn. They now have a psychic bond so I’ll have to find a way to keep him around.
The Recruitment mod I posted earlier isn’t an option for this one; I’m guessing this pawn is considered to be the leader of his little group.
Still no Hospital guests in this colony; will try moving that higher in the mod list next time I need to shut down the game if changing the storyteller again doesn’t help.
Heh. Noticed why there hadn’t been any patients: forgot to tell the Hospital tab that the place is open for business!
Here’s an expansion for social interactions:
which requires Intimacy - A Lovin’ Expansion but that link won’t generate a preview, likely something to do with nude pawns.
The core mod adds an Intimacy need; enabled it and our 17-year-old female became boy-crazy, going around around trying to seduce all the males.
I’ve not used it yet but Socio Butterfly adds group conversations, mealtime conversations, shared joy activities, etc. These also fill the need for Intimacy.
My pawns keep having at least twins! I suspect the default setting of allowing Children, school and learning to handle pregnancies is behind these multiples: one from Biotech and one from CSL.
I’ll likely start a second colony soon, having recently enabled two mods for worldgen:
Terra Project adds gravel, plus several variations of soil and sand, and I think mapgen in my game can’t handle all that. Tried creating a Khajit colony twice, mapgen failed both times. Messed around a bit with them before, seeing what would happen when starting a colony on a site with a derelict biolab*, with no problem.
*Added by Alpha Biomes, IIRC, along with derelict beach resorts and derelict temples. Entering a derelict biolab triggers a raid so best left alone until the colony is ready to defend itself.
Had some other difficulties getting a Khajiit colony started but have one now. This group, intent on shedding their stereotype of nomadic thieves, has settled down to build a spaceport & inn. We settled in a coastal mallorn forest – from Lord of the Rims - Elves (Continued) – with some ruins and a nearly year-round growing period. Not really any exposed rock so any disappearing won’t be a problem.
The previous occupants of these ruins left a behind a shitload of gold and some good armor but not much else.
One good-sized intact building with jade walls* has been claimed as our home. One hallway with three rooms to the south and two to the north; the three rooms have been merged into what will be a big dining hall and the other two into a kitchen. A previously unoccupied corner has been built up into a walk-in freezer.
*Most other intact buildings also have gemstone walls.
Welp, time to start a new colony again.
Neither colony has shallow water now; something replaced all those tiles with soil.
Decided to create a new custom scenario with a playable faction I spotted on the Workshop early this morning.
I gather from the comments that this corporate military operation has something to do with the Command & Conquer series, which I’ve never played.
Requires
Some visual mods were recently added to the Workshop.
- Sunny days have higher saturation, contrast, and brightness, while rainy days have lower saturation to create a misty atmosphere;
- Winter has a cooler color tone, while summer has a warmer color tone;
- Snowy days have an extremely cold color tone to create a freezing atmosphere.
Not sure if this vanilla or mod behavior: hues also change slightly depending on the time of day, shifting toward reds & oranges at sunrise & sunset. For example, one particular ruin on this map has remnants of carpet; most of which is a vivid purple toward noon but more of a vivid pink toward sunrise & sunset.
★ Overrides vanilla explosions with multi-stage, volumetric particle sequences.
★ Smoke dynamically reacts to the sun’s position, casting rich, ambient color palettes.
★ Particles can have advanced physics features like vortex paths, collision and bouncing off walls.
★ Fires spawn glowing embers and flickering lights.
★ An extensive mod settings menu to suit any visual preference or performance limit.
★ A cozy Air Humidifier with mild beauty, cleanliness, meditation focus, and an in-game mod debugging tool.
★ All effects can be built purely with XML, allowing for easy expansions.
Dunno if there are any conflicts between the two; I only have the former enabled at this time.
Interesting crafting tool recently hit the Workshop:
Quartermaster
Quartermaster adds a tab to the bottom bar that works out the best gear your colony can craft right now. It reads what you have researched, which workbenches you have built, and what is sitting in your stockpiles, then picks a full armor set whose pieces all fit together without slot conflicts, plus the best weapon and utility items to match.
Saves you the guessing about the best combinations. Open the tab and it tells you what to build, or what you have l;aying around.
What it does
-
Best craftable set - a complete, non-conflicting armor loadout you can make from materials on hand, picked for the most protection.
-
Weapons and utility too - the strongest melee or ranged weapon and the most useful utility gear to go with the armor. You can choose with a slider wheter you want to focus on armor rating, or stat boosts.
-
One-click Craft - hit Craft on any item and the bill is queued on the right workbench, locked to the exact material shown.
-
Materials on hand - every item shows how many you could build right now from your current stockpiles.
-
Utility categories - the tab also provides utility categories, if you’re looking for social stat boosts it will show you a list with all gear giving these stats, many stats are supported.
Seems I still have a memory leak somewhere. I like to leave the game running to minimize chances of anything going missing but, if left open long enough, either the game crashes or Steam crashes and takes the game with it. Sometimes I look at Facebook with the game open and that crashes with an “insufficient memory” message.
Had something different last night: some of my pawns and storage boxes turned invisible. It was time for bed, anyway, and one of those messages suggested that a crash was coming so I had a recent save.
ETA: trying something new to mitigate disappearing rock. Went into Cherry Picker and disabled two rock types which come with mods I want to keep enabled; I’m guessing that will keep those types from spawning. Can’t disappear if they don’t spawn!