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Xenoyia

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LordXenoyia

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72 comments

  1. Firemonkey09
    Firemonkey09
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    Hey there,
    thanks for your mods — you’ve done a fantastic job!
    Something I noticed right away: the workers seem to have a longer range. Your default value for "CustomWorkRange" is set to 2, but I believe the vanilla value is lower, right?
    Also, I have a feature request:
    You've already added the option to disable the toilet sound — would it be possible to do something similar for the police station? The whistling from the officer is really getting on my nerves.
    Thanks again!
    1. LordXenoyia
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      "2" should be the vanilla default range, going by the code.. I will look into it, to make sure.

      And that is possible, yes. I will do that for the next update
    2. Firemonkey09
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      Normally, everyone had a range of 3 upwards, 1 to the left, 1 to the right, and 1 down when building, mining, or demolishing.
      Now the rats have a range of 2 in all directions. This means they can mine a tile that's behind another one, but they can no longer build upwards by 3 tiles.
      Is it possible to just keep the vanilla behavior for this setting?
    3. LordXenoyia
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      The new update should fix it.

      I was using an algorithm that did not match the vanilla logic (normally citizens can reach 2 tiles up, 1 tile down, I was just doing 2 tiles in all directions for default)

      2 is still 'vanilla', 3 just adds an extra tile in all directions.
  2. Firemonkey09
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    One feature I’ve been wishing for for a long time is the ability to set more than 5 resources in the Porter Station. Would that be possible to implement?
    Thanks so much for all your work!
    1. LordXenoyia
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      "CarrierLimit: Maximum number of items a porter station can be set to transfer at once."

      This one should change that
    2. Firemonkey09
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      Awesome.
  3. TemperedFox
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    Can't believe how quickly and effectively you're updating and fixing things. Thank you so much!

    Any chance you could add a noise suppression to wooden and iron gates as well? They seem so loud compared to everything else and the constant open/closing sound is driving me mad. Even if it was suppressed to 10 or 20% of original sound would be amazing.

    Also bumping my vote to request the ability to relocate (or deconstruct/rebuild if not possible) ancient tunnels - on my seed they all spawned in the same area near the top left corner and are a bit useless!

    Lastly - is there anyway to prevent tiles being destroyed by enemies?
  4. JozZZC
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    ## If true, Infernite (element 29) will be mineable.
    # Setting type: Boolean
    # Default value: false
    MakeInferniteMineable = true

    ## If true, Basalt (element 20) will be mineable.
    # Setting type: Boolean
    # Default value: false
    MakeBasaltMineable = true

    these config seems doesn't work
    1. LordXenoyia
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      Hello, it works fine for me in testing. Can I confirm you have restarted the game, and you are trying to mine infernite? What does it say?
    2. TemperedFox
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      This works for me when I tried it today.
  5. devrick16
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    There's a whole two features in this mod I want to use ^^; 
    but I just got this game and don't wanna mess it up for myself xD so I wanna make sure before I download
    if I only change the info in those two features, will everything else stay inactive?

    thanks!~
    1. devrick16
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      downloaded it, looking at the config file...since it loaded in with the game, and wasn't pre-built, I'm assuming the "default value" is actually the game's default. so then I have a different question, as well ^^;

      I went into the custom settings on my game and turned rebellion and crime and invasions all off. if they're left as enabled in the mod's config file, will the game settings or the mod settings take charge?

      thank you so much!
    2. LordXenoyia
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      Everything is default unless you change it. If you don't change something (like leaving rebellions enabled) it will use the normal game's logic for that, so it will still be disabled if you have custom settings, but if you notice anything weird happening let me know
    3. devrick16
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      awesome, thanks so much!~
    4. devrick16
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      weirdness happened! I'm trying to use the noitemdespawn option. I changed it to true.... and started a new game... and watched my grass disappear before I could even finish digging the second tile ;-;

      halp? ^^;

      thank you~
    5. LordXenoyia
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      I just did a test:

      • Set NoItemDespawnEnabled to true
      • Restarted the game fully
      • Made a new world, dug up some ground/wheat/grass
      • Waited 4 in-game days
      And no despawn. Did you restart the game fully after setting the config? It sets most things on game start
    6. devrick16
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      so, i've got the tax collector mod, this one, and the better traits mod. I haven't updated to today's update for this or the traits mods, because I am not personally invested in those particular updates.

      this mod, specifically, I downloaded, opened the game so the config would load, closed the game and changed research to 15 concurrent researches, made it so I can place floating blueprints, turned off the toilet flushing sound, and enabled the noitemdespawn option. I've tested the research option, and it works fine. I also no longer hear the toilet noises. I did not test the floating blueprint. I have changed the noitemdespawn to both true and false multiple times, completely shutting down the game and restarting it between each change. every time I change it to true, the items disappear before I can even finish mining the next item. I have less than zero clue what is going on and why it's doing it

      thanks <3

      eta
      turned toilet and floating blueprint back to false, left itemdespawn on true, items still disappeared before I could finish the next tile
    7. LordXenoyia
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      Unfortunately I can't test or provide support for older versions, if I've updated it's usually to fix bugs (including ones you might have). Not all bug fixes are listed on the files page because you can't write many words on it (what I wrote in Overseer 1.0.7's file is about the limit of what I can put there). If I used your version of the mod, I couldn't fix the bug without updating it anyway, and if it was already fixed in the newest version, then it's a complete waste of time :P

      All I have tested for is the newest update of Overseer, with Quarry, BetterTraits, ResourceLoader, RaiseThoseTails, ConstructionManager and TaxAssistant all installed alongside it, with all having the latest version, and items are not despawning under these conditions.
    8. devrick16
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      I did decide to update this mod and test it again... it's still despawning for me.


      also, did some digging. I have a cracked version.... which is not updated to the past two hot fixes, so.... that's probably my problem. but I have tried it out and I like it enough, so I'll buy the proper version, and give the mods a try then and see ^^; i'll lyk! thanks so much for dealing with me xD
    9. LordXenoyia
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      That is probably it, I cannot provide support or help for cracked versions, as they could have all kinds of issues I'm unable to test for.
    10. devrick16
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      bought official, moved mods, the noitemdespawn now works just fine, so it was definitely something about that.

      sorry for the trouble, and thank you for your patience!
    11. LordXenoyia
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      No problem, glad it's all working :)
    12. absrm
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      @devrick16, how to disable invasions? how to I access custom settings? 
    13. devrick16
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      when you're starting a new game, turn off the tutorial, and then go into game mode, where it lets you choose peaceful, easy, normal, hard.... underneath those is custom mode. bunch of settings in there! don't forget to scroll down on it, too, it's a fairly long list
    14. absrm
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      Thanks devrick16 :)
  6. entry for XP value dosent seem to work. setting it to 100x gains and neither me nor my ratizens gain more XP.
  7. absrm
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    Your mods are very nice and I appreciate you for that. It's sad to see no one else support the game.
    I use all its mods without any problems and it makes the game much more enjoyable.
    With a cheat engine, you can open the cheat menu in the game, but I don't understand it because it's in Korean.
    Is there any chance you can add this cheat menu as a mod?
  8. FelixFelice
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    Are you able to add an option to set the prosperity level at which new enemies spawn (weasels/lizards)? Not sure if the game actually ties their spawn to your total prosperity points as opposed to level as I am getting weasels much sooner now. Also, can you add a leader point option? Thanks,
  9. TemperedFox
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    Another idea/suggestion for the mod - is it possible to add the option to be able to relocate ancient tunnels and other structures like dungeons etc like we can with other buildings using relocate function? Sometimes they get in the way of building your base and would be good to move them slightly.
  10. FelixFelice
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    Would it be possible to add an option to adjust the amount of prosperity points needed for each level? Want to see if I can slow the progression. 
    1. LordXenoyia
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      Yep, with the new update.
    2. FelixFelice
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      Thanks. You are the absolute best.