Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Okay, given that, I think maybe the best way forward is a separate patch mod: creating an entirely separate category for non-Treehuggers-using folks, just to improve support for this mod, seems overkill; pretty sure it'll be a simple XML patch, so I'll try and find the time to take a look a bit later. <3
Besides this being RP-weird (at least to me!), it makes vegans *way* harder to accept in a mountainous base; instead of being 'basically useless during manhunter attacks', they're also 'basically useless during infestations', which is a huge deal. )'=
Even if only for balance, perhaps allow vegans/vegetarians to kill insectoids without the debuff?
(Also, vegans wearing chitin / insect hide should probably be fine to match.)
I have no plans to patch the core code since that way lies madness and conflicts so it's going to take my noob ass a while to figure out a stable way to work around this.
Try "Beyond Impossible Meals" from the same author as "Treehuggers".
thanks for your mods, really like them.
I have a similar problem than SkyLarkBlue and tried fixing it but failed.
Maybe you can help me out here.
Vanilla Fishing Expanded is adding new fish as items (no corpse to butcher).
The items have <foodType>Meat</foodType> and <ingestEffect>EatMeat</ingestEffect> but <thingCategories><li>VCEF_RawFishCategory</li></thingCategories>.
The thingCategories is a sub of the vanilla "MeatRaw".
If the vegans eat the (raw) fish they do not complain.
I have another mod adding a plant that counts as meat and it works (eating it raw). The only difference to the fish items is the thingCategories.
So I guess the items need to be in the correct "thingCategories" to work for your mod?
Any chance you can make it that subs of "MeatRaw" (or subs in general) also work?
Greetings!
Firstly, the traits are supposed to be a challenge, in the spirit of the "Some colonists are worse than useless. Bad allies are part of the challenge." loading screen tip.
Secondly, the motivations are intended to focus on respecting the lives and autonomy of animals.
With the base game and the above approach, tasks in animal work such as training animals to haul would classify as exploitation and tasks in cooking would require them to do butchery.
Since I didn't want to limit the mod to requiring jobsplitter or complex jobs, I needed to forbid all animal and cooking work. I didn't _want_ to forbid animal and cooking work in the base trait module but the base game's limitations made it necessary.
I do plan on making "compatibility patch" mods for the main jobsplitting mods at some point soon which might be more what you're after.
I was really looking forward to try out this mod as soon as I saw it appear on the list. It would add another layer of complexity to keeping the colony in good spirits, and would shape the manner in which it has to be built. After some time of gameplay however, I decided to give you feedback on my impressions:
There are two major gripes: the fact that vegans are disabled to both cook and tend for animals strikes me as far too 'out there' and disruptive to the game. Colony of vegans = only raw food or slop dispenser. And no interactions even with pet cats or training animals to haul, which seems odd for people who supposedly love and care for the wellbeing of animals.
As stated before, I'm very fond of the idea of adding these traits to the Rim. Unless however it was your intention to poke fun at this way of living (which is fine - its your mod after all), I'd encourage you to retool the way pawns with the two veggie traits act out their characteristics: in a more balanced fashion.
Best, Mauve