[Request] Clanfolk

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Sigan
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Re: [Request] Clanfolk

Post by Sigan »

Gromgol wrote:
Fri Jul 29, 2022 5:51 am
If you force the character to go to a far point, then the sleep indicator will have time to recover to the required level. This multiplier in the script negatively affects sleep attributes - alas, I did not find a universal option for all characteristics.
When you say to force the character go to a far point, what do you mean? Like, build the beds on the edges of the map?

Skay24
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Re: [Request] Clanfolk

Post by Skay24 »

Sigan wrote:
Fri Jul 29, 2022 7:10 pm
Gromgol wrote:
Fri Jul 29, 2022 5:51 am
If you force the character to go to a far point, then the sleep indicator will have time to recover to the required level. This multiplier in the script negatively affects sleep attributes - alas, I did not find a universal option for all characteristics.
When you say to force the character go to a far point, what do you mean? Like, build the beds on the edges of the map?
There is command that force colonist to go somewhere, but there is a other method.
When active "god mode" switch to "overwork" from normal work, everyone will work 24h, never sleep. Do it when you don't plan kids to, as they will not go sleep.
If you let someone sleep like visitor, just find the sleep stat and block it so it will not change for the duration of night.

Sigan
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Re: [Request] Clanfolk

Post by Sigan »

Ahh, good point about the overwork mode. I hadn't considered that. I'm happy with that. I think I understand what you mean about blocking the sleep stat, as well. I think you meant to freeze it and allow increase, and then just leave it that way so that when you cycle through your people they all get refreshed routinely.

Skay24
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Re: [Request] Clanfolk

Post by Skay24 »

Gromgol wrote:
Sat Jul 23, 2022 8:22 pm
Table for editing character characteristics. Works on game versions 0.228-0.238. Freezing parameters does not cause crashes and does not make it impossible to save as in the FluffyWafflesIX variant.

Options:
- Mood
- Work
- Adult
- Health
- Food
- Water
- Sleep
- Warmth
- Cleanliness
- Bathroom
- Social
- Fun

Update! v.0.238
Options:
+ GodMode

Update! v.0.238 V2
Options:
+ Max Skill
As new V0.256 patch, water stats don't hold, if you press on the picture and see all stats then water stat will go up, but as time progress water don't stay at maximum.

sidduu
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Re: [Request] Clanfolk

Post by sidduu »

Tables don't work for latest 0.279 version

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B4rb4ros
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Re: [Request] Clanfolk

Post by B4rb4ros »

Clanfolk.v0.283 has been released.
Any Table Master out there to help the Cheat Junkies ?

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FluffyWafflesIX
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Re: [Request] Clanfolk

Post by FluffyWafflesIX »

You can use this for the moment.
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Clanfolk_Test.CT
(31.8 KiB) Downloaded 340 times

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B4rb4ros
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Re: [Request] Clanfolk

Post by B4rb4ros »

FluffyWafflesIX wrote:
Tue Sep 20, 2022 10:30 am
You can use this for the moment.
Thanks a lot :D

If I may make some suggestions for further table options:

- multiply harvested items by x
- instant crafting / building
- no materials required for crafting / building
- instant growth of crops / bushes / trees etc.
- max & freeze condition / quality of food, tools etc.
- max & freeze attributes (mood, food, thirst etc.) for humans & animals
- increase movement speed of humans by x


That's all for the moment, hope you can consider all or at least some of my suggestion. Thanks in advance.

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FluffyWafflesIX
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Re: [Request] Clanfolk

Post by FluffyWafflesIX »

Update:

[Toggle Scripts]
+ Roofs No Longer Need Walls
+ Increase Work Efficiency / Reset
+ Set GrowthRate -> 500 (Sets To All GrowthTiles) / Reset

[Pointer Scripts]
+ Calendar Manager
- Get Current Season
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Clanfolk_Test.2.CT
(86.2 KiB) Downloaded 791 times

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B4rb4ros
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Re: [Request] Clanfolk

Post by B4rb4ros »

FluffyWafflesIX wrote:
Wed Sep 28, 2022 7:45 am
Update:

[Toggle Scripts]
+ Roofs No Longer Need Walls
+ Increase Work Efficiency / Reset
+ Set GrowthRate -> 500 (Sets To All GrowthTiles) / Reset

[Pointer Scripts]
+ Calendar Manager
- Get Current Season
Thanks, will test the features soon and give feedback.

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B4rb4ros
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Re: [Request] Clanfolk

Post by B4rb4ros »

FluffyWafflesIX wrote:
Wed Sep 28, 2022 7:45 am
Update:

[Toggle Scripts]
+ Roofs No Longer Need Walls
+ Increase Work Efficiency / Reset
+ Set GrowthRate -> 500 (Sets To All GrowthTiles) / Reset

[Pointer Scripts]
+ Calendar Manager
- Get Current Season
All Fine, except some minor issues with GrowthRate. Would be fine if it only effects Player Crops, Trees & etc.
Because currently the Wildlife is occupying every inch on the map in short time.

ver82
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Re: [Request] Clanfolk

Post by ver82 »

For version 0.283, Faster Levelling - not work. :(

Skay24
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Re: [Request] Clanfolk

Post by Skay24 »

Gromgol wrote:
Sat Jul 23, 2022 8:22 pm
Table for editing character characteristics. Works on game versions 0.228-0.238. Freezing parameters does not cause crashes and does not make it impossible to save as in the FluffyWafflesIX variant.

Options:
- Mood
- Work
- Adult
- Health
- Food
- Water
- Sleep
- Warmth
- Cleanliness
- Bathroom
- Social
- Fun

Update! v.0.238
Options:
+ GodMode

Update! v.0.238 V2
Options:
+ Max Skill
After very long time the MAX Skill stopped working, can You we have a update for table??

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Spar10Tech
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Re: [Request] Clanfolk

Post by Spar10Tech »

Anyone still working on a table for ClanFolk? I have a basic table started but nothing I would want to give someone except maybe the a script that stops light and fuel usage (similar to one already posted).

I have the script code noted where stats like mood food and other values are updated, but it is a shared instruction that all stat updates appear to use. So you cannot simply set values to max because after a few game ticks all chars and animals will be max age seniors and sweating to death. Haven't had time to dig into structures or reg values to check which stat was passed to increase/decrease.

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d00p
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Re: [Request] Clanfolk

Post by d00p »

Is there any way to add items to the game?

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