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I just want to know what is possible for when I next do a solo tribal beast master run. high melee and animals, low in everything else. Sure there might be metal horrors, how do they fair against a pack of 20 wolves and 3 thrumbos?
But the fact that Nuzzling animals can rat out hidden horrors actually makes some of the ones that only nuzzle and should be nuzzling more often then most others to have an actual use, a really interesting concept and makes them more valuable as a colony animal. Thank you
I think I will use this mod then, Nuzzle away you kitty cats and Dogos!
Glad to hear it worked nicely! Even I couldn't get a pet in a real playthrough before metalhorror happened.
- Has the master hurt the animal in some way?
- Has the animal witnessed their owner kill a different colony pet or a animal of the same specie?
- Has the animal not been fed in a while?
This would make it so the message would always have a reason to appear, but the reason might not always be because of a metal horror. Funny enough, you could make it lead to a situation where a metal horror host just happened to have a beserk breakdown leading it to hurt the animal, and despite the suspicious being casted for the wrong reason, still lead to the discovery of the metal horror.
This would make the "false positive" not be random and feeling unfair, while still giving the opportunity to make player have doubt as there might still be a chance of it being a false alarm.
Mod is still very good and provides a decent reason to not turn Lassie into emergency winter rations
1. There is no false alarm system in base Anomaly. If a pawn's metalhorror implant hediff is revealed by pawns chatting each other, it is 100% sure the pawn is infected. No "fake" here.
2. I may not add the hediff with false alarms. But once a player figures out the difference in health tab (hediff exists vs. not), it's an annoyance, not a feature.
3. I may add a separate hediff with the same name and description. But the description's writing is not compatible with false alarm - it's written for an infection, not a suspicion. It will be confusing.
I do think false alarm system well implemented will augment the DLC's horror-ness, but it will extend this mod's scope too much. Sloppy implementation will add little to the game.
I played with the mod for more than 5 hours before sending out my first caravan and I can't think of any other event or thing I did that happened around the time my pen animals stopped sleeping, this was the only mod I added today, and my non-pen animals seem unaffected and sleep normally.
Not sure if that's too big of a suggestion though!
this makes me want to get anomaly
10/10 mod
I'm on a vacation now so implementation will begin after this thursday
But I would greatly support idea of false positives, and some way to check for them
Makes perfect sense
False positives would keep a bit of mystery/horror of if you've found them all. Plus I can see my cat doing this...
it still is,
mister dev ur a visionary
Colonist: “Terminator!”
Even if you don't change anything, though, really good idea for balance