Ludeon Forums

RimWorld => Mods => Releases => Topic started by: LoonyLadle on July 10, 2019, 03:17:20 AM

Title: [1.2] Lulu's Loony Levities (updated 2020-08-11)
Post by: LoonyLadle on July 10, 2019, 03:17:20 AM
Quote from: Tsunamy on July 28, 2019, 08:53:30 PM
These are some damn good mods that take a no-nonsense, simple approach where so many other mods have instead bloated with all sorts of unnecessary bells and whistles. Good work.

I make mods that are designed to expand on and are balanced against the vanilla play experience. While I try to anticipate compatibility issues, I do not promise that anything I make will function with any of the most popular mods that deviate significantly from the vanilla experience.

My mods support both ModManager (recommended) and ModSync; use one or both to stay up to date. I do not use Steam, so these mods will not be available through the Steam Workshop unless someone else uploads them on my behalf. I cannot vouch for any copy of my mods not downloaded through GitHub.

You may contact me on Discord through the RimWorld server or by direct message (LoonyLadle#7465). Bugs, feature and compatibility requests should be reported by opening an issue on GitHub. I am receptive to mod requests.

I do not accept donations. If you really want to show your support, take the money you would have given me and give it to the Asperger/Autism Network (https://www.aane.org/) instead.


   
   
      
   
      
   
      
   
      
   
      
   
      
   
      
   
      
   
      
   
      
   
      
   
      
   
   
      

Normal Mods
Mod Name|Version|Updated|Description1
Animal Cybernetics (https://github.com/LoonyLadle/LuluAnimalCybernetics)|2.1.1|2020-08-11|Allows installation of all cybernetics on animals.
Animal Organs (https://github.com/LoonyLadle/LuluAnimalOrgans)|1.2.1|2020-08-11|Allows harvesting and installing natural organs of animals.
Bones and Chitin (https://github.com/LoonyLadle/LuluBones)|1.4.1|2020-08-11|Adds bones and chitin as new woody materials.
Butcher Rotten (https://github.com/LoonyLadle/LuluButcherRotten)|1.2.1|2020-08-11|Meaningful butchery of rotten and desiccated corpses.
Chunk Walls (https://github.com/LoonyLadle/LuluChunkWalls)|2.3.1|2020-08-11|Build natural stone walls and floors out of stone chunks.
Drop All (https://github.com/LoonyLadle/LuluDropAll)|1.2.1|2020-08-11|Adds a "drop all" command to colonists and pack animals.
Inspiration Chip (https://github.com/LoonyLadle/LuluInspirationChip)|1.2.0|2020-08-11|Adds a brain implant that triggers more frequent inspirations.
More Surgeries (https://github.com/LoonyLadle/LuluMoreSurgeries)|1.7.0|2020-08-11|Adds scar removal and cosmetic replacements.
Organ Cloning (https://github.com/LoonyLadle/LuluOrganCloning)|1.4.0|2020-08-11|Grow and harvest cloned human organs in pigs.
Scrap Anything (https://github.com/LoonyLadle/LuluScrapAnything)|1.1.0|2020-08-11|Break down (almost) any player-craftable object for resources at the same workbench used to create it.
Vanilla Surgery Expansion (https://github.com/LoonyLadle/LuluVanillaSurgeryExpansion)|1.1.1|2020-08-11|Adds additional prosthetics that should have been in the core game.

Modder's Resources
Hediff Apparel (https://github.com/LoonyLadle/HediffApparel)|2.1.0|2020-06-01|Adds a ThingComp usable in apparel defs to inflict hediffs on the wearer, without any C# required.

1. For more detailed descriptions visit the mod pages on GitHub.


License:

All my mods fall under the Unlicense (https://unlicense.org/). You may do whatever you please with them. However, I would appreciate it if you were to link back to this thread if you were to upload my mods elsewhere and to link back to my original repositories if you were to fork my projects.
Title: Re: [1.0] Lulu's Loony Levities -- Vanilla-Like Mods
Post by: Mitz on July 10, 2019, 12:06:57 PM
Interesting donation location...! Perhaps you are a fellow autist...! But the mods look promising, I'll try them later!
Title: Re: [1.0] Lulu's Loony Levities -- Vanilla-Like Mods
Post by: LoonyLadle on July 10, 2019, 03:06:57 PM
I am Lulu. Beyond this I genuinely do not know what I am. I've been called "odd, even by Aspie standards" so take that for what it is worth.

Your signature made me think of this comic: https://www.questionablecontent.net/view.php?comic=3945
Title: Re: [1.0] Lulu's Loony Levities (updated 2019-07-13)
Post by: JT on July 13, 2019, 03:05:12 PM
"Disorder". n. A condition which causes harm to others, and/or harm or distress to the person who has it.
"Autism". n. (uncountable) A personality type that is audaciously called a disorder by those without autism.


Ahem. =)

Organ Cloning and Bones and Chitin definitely seem like things I'm interested in.  Good show!

(Bones & Chitin in particular, since Rim of Madness/Call of Cthulhu Bones is just excessively over-the-top.  The entire production chain related to bones was almost silly, and the twentieth shrine made out of calcium concrete that I ran into was enough to drop the "eff it, I'm out" bomb.  But I loved the part of the mod that was actually about bones. ;-))
Title: Re: [1.0] Lulu's Loony Levities (updated 2019-07-13)
Post by: LoonyLadle on July 14, 2019, 05:09:14 AM
Very true!

Organ Cloning is the mod I am most proud of. Bones and Chitin actually uses a slightly modified version of the bone sprite from Rim of Madness because I thought it looked so perfect for RimWorld. I bleached the sprite to make it stuff-colored, but I've to this point been reluctant to add additional bone types as I've found I'm enjoying the simplicity of having only the one in my playthroughs.

Enjoy!
Title: Re: [1.0] Lulu's Loony Levities (updated 2019-07-13)
Post by: Tsunamy on July 28, 2019, 08:53:30 PM
These are some damn good mods that take a no-nonsense, simple approach where so many other mods have instead bloated with all sorts of unnecessary bells and whistles. Good work.
Title: Re: [1.0] Lulu's Loony Levities (updated 2019-07-13)
Post by: Flimflamshabam on August 02, 2019, 10:57:42 AM
Huzzah a standalone bone mod! I missed the old bones mod, the changes that occurred when it got absorbed into rim of madness bothered me. :D
Weird you can use them as fuel.. but what ev, bones wooh!
Title: Re: [1.0] Lulu's Loony Levities (updated 2019-07-13)
Post by: Never on August 03, 2019, 11:11:02 AM
Hey, I truly enjoy your chunk walls mod, it's helpful when I mess up my mountain base design. I know I may sound selfish, but could you patch it, so it works with "CCP's Stone Tweaks"? I would be thankful. Keep up the good work!
Title: Re: [1.0] Lulu's Loony Levities (updated 2019-07-13)
Post by: LoonyLadle on August 05, 2019, 02:50:25 PM
Quote from: Never on August 03, 2019, 11:11:02 AM
Hey, I truly enjoy your chunk walls mod, it's helpful when I mess up my mountain base design. I know I may sound selfish, but could you patch it, so it works with "CCP's Stone Tweaks"? I would be thankful. Keep up the good work!

Hello Never!

Feature requests and bug reports should be reported on the mod's GitHub repository or discussed with me directly on Discord. It is difficult for me to keep track of conversational exchange here; I only' come here to update the thread. Something to think about before you do so: I'll need to know what about CCP's Stone Tweaks doesn't work and a link to the relevant mod.

I just released a major change to LuluChunkWalls' internal logic. It is possible the new version accidentally already fixed whatever issue you were having. Give it a spin and let everyone know if you're still having problems.
Title: Re: [1.0] Lulu's Loony Levities (updated 2019-07-13)
Post by: Never on August 06, 2019, 08:44:43 AM
Quote from: LoonyLadle on August 05, 2019, 02:50:25 PM
Quote from: Never on August 03, 2019, 11:11:02 AM
Hey, I truly enjoy your chunk walls mod, it's helpful when I mess up my mountain base design. I know I may sound selfish, but could you patch it, so it works with "CCP's Stone Tweaks"? I would be thankful. Keep up the good work!

Hello Never!

Feature requests and bug reports should be reported on the mod's GitHub repository or discussed with me directly on Discord. It is difficult for me to keep track of conversational exchange here; I only' come here to update the thread. Something to think about before you do so: I'll need to know what about CCP's Stone Tweaks doesn't work and a link to the relevant mod.

I just released a major change to LuluChunkWalls' internal logic. It is possible the new version accidentally already fixed whatever issue you were having. Give it a spin and let everyone know if you're still having problems.

Hey! The latest change did do what I wanted to request you to do. Moded stone walls are now buildable, which is wonderful. Thank you for your hard work!
Title: Re: [1.0] Lulu's Loony Levities (updated 2019-08-06)
Post by: LoonyLadle on August 06, 2019, 03:40:13 PM
ALERT: LuluChunkWalls 2.0.0 had a serious oversight in it that can ruin save games under certain conditions! Update to version 2.0.1 immediately!
Title: Re: [1.0] Lulu's Loony Levities (updated 2019-08-18)
Post by: LoonyLadle on August 18, 2019, 08:14:02 PM
New mod available: Animal Organs. Allows harvesting and installing natural organs of animals.
Title: Re: [1.0] Lulu's Loony Levities (updated 2019-08-18)
Post by: LoonyLadle on September 02, 2019, 09:13:26 AM
New mod available: Inspiration Chip. Adds a brain implant that triggers more frequent inspirations.
Title: Re: [1.0] Lulu's Loony Levities (updated 2019-09-02)
Post by: Ruisuki on September 03, 2019, 11:00:59 PM
oooo chunk walls. finally a vanilla friendly approach instead of using dev mode!
Title: Re: [1.0] Lulu's Loony Levities (updated 2020-01-06)
Post by: LoonyLadle on January 08, 2020, 05:24:45 AM
Don't forget that if you encounter bugs, errors, or other bad behavior that you have to report it to me in order for it to get fixed! When I become aware of a problem I will likely fix it within twenty-four hours.
Title: Re: [1.0] Lulu's Loony Levities (updated 2020-01-06)
Post by: Sandy on January 08, 2020, 12:19:17 PM
Quote from: LoonyLadle on January 08, 2020, 05:24:45 AM
Don't forget that if you encounter bugs, errors, or other bad behavior that you have to report it to me in order for it to get fixed! When I become aware of a problem I will likely fix it within twenty-four hours.
Hi bro, those are some fine mods. Thanks. i want to use them in my next game, but i couldnt find any info regarding the load order and dependencies if there are any.
like, EPOE required to be in the bottom of the load order, and since ur mods also do surgeries and have bionics, should i load it at the bottom too?
Title: Re: [1.0] Lulu's Loony Levities (updated 2020-01-06)
Post by: LoonyLadle on January 09, 2020, 08:24:35 AM
Hello Sandy! I have never used EPOE because it overrides vanilla bases which is ABSOLUTELY UNACCEPTABLE given the current state of RimWorld modding. Because EPOE prevents any other mods from correctly using the vanilla bases that it overrides the only advice I can give you is to either change to a mod that doesn't break mod compatibility or resign yourself to the fact that you cannot use any other surgery mods with EPOE.

Because my mods do not override any vanilla bases, load order should not matter -- unless you have mods that override the vanilla bases that I am trying to patch.
Title: Re: [1.0] Lulu's Loony Levities (updated 2020-01-06)
Post by: Kiame on February 29, 2020, 11:51:10 PM
Any plans for updating Hediff Apparel?

I'd like to release a mod on Steam that uses this library as well. Can I ask your permission to post it there? I will give you full credit as the author.

Here's a 1.1 version of Hediff Apparel. I've created a PR on your github page for this
https://github.com/KiameV/HediffApparel/releases/download/1.1/HediffApparel.zip
Title: Re: [1.0] Lulu's Loony Levities (updated 2020-01-06)
Post by: LoonyLadle on March 01, 2020, 01:28:30 AM
Hello Kiame!

I'm on a (probably temporary) hiatus from RimWorld; I hadn't even realized there was a new version! I can't test the update right now but it seems you know what you're doing so in the meantime you have my full permission to upload your updated Hediff Apparel to Steam. When you've done so, drop a link here and I'll point to it in the OP!
Title: Re: [1.0] Lulu's Loony Levities (updated 2020-01-06)
Post by: Kiame on March 01, 2020, 01:33:31 AM
Thanks for responding LoonyLadle!

Steam link is here: https://steamcommunity.com/workshop/filedetails/?id=2010970214
Title: Re: [1.0] Lulu's Loony Levities (updated 2020-01-06)
Post by: Maaxar on April 12, 2020, 10:52:41 PM
I have updated a few of Lulu's mods to support 1.1 and the Royalty DLC for my own personal use. I am linking them here for anyone else who is interested.

https://github.com/Maaxar/LuluAnimalCybernetics - I added all of the animal-relevant Royalty DLC prosthetics and bionics. I have not tested all of Trunken's patches as I only use [FSF] Vanilla Bionics Expansion, but unless those mods have had major changes they should all be working
https://github.com/Maaxar/LuluVanillaSurgeryExpansion
https://github.com/Maaxar/LuluMoreSurgeries
https://github.com/Maaxar/LuluChunkWalls

There are some other forks of Lulu's mods on my GitHub but do not use any of those as they are not currently working due to my lack of knowledge in Harmony patching, and the new Harmony library having a lot of changes.

Lulu you are of course welcome to merge any of the changes I have made or reject them as you see fit.
Title: Re: [1.0] Lulu's Loony Levities (updated 2020-01-06)
Post by: LoonyLadle on April 13, 2020, 09:28:19 AM
Thanks Maaxar! I've been thinking of getting back into RimWorld sometime in the next month or so; I'll probably merge much of your work as soon as I get up to speed on how the new mod format works. In the meantime, thanks for keeping my work alive!
Title: Re: [1.0] Lulu's Loony Levities (updated 2020-01-06)
Post by: Ruisuki on May 02, 2020, 10:01:35 PM
cant build mt without chunk walls now
Title: Re: [1.0] Lulu's Loony Levities (updated 2020-05-10)
Post by: LoonyLadle on May 10, 2020, 11:57:16 PM
I have begun updating my mods! Now that I am familiar with the changes in the new RimWorld version I will be cranking out updates as fast as I can! Please check back frequently, and if you have a favorite mod you'd like me to prioritize please drop me a message!
Title: Re: [1.0/1.1] Lulu's Loony Levities (updated 2020-05-14)
Post by: LWM on May 17, 2020, 03:02:19 PM
These are EXCELLENT.  Thank you!

I'm going to go add a research requirement to the scar removal, juggle the recipe requirements slightly, and finally have exactly the mod for surgery that I have wanted for years.
Title: Re: [1.1] Lulu's Loony Levities (updated 2020-05-19)
Post by: Kaelen Mosar on May 19, 2020, 12:09:41 PM
no money for thunberg
Title: Re: [1.1] Lulu's Loony Levities (updated 2020-05-19)
Post by: LWM on May 20, 2020, 10:33:50 AM
??  Did you even intend to post that?

On a mod-related note: I am loving the mods!  I was wondering a bit about balance, tho: it seems to me that killing 5 rabbits should not actually give enough bones to make a door.

I'm not sure how that should work at the moment, but it seems I have a lot of bones lying around...which is appropriate, I guess, so maybe I'm thinking that there should be fewer bones from small creatures?  I'm still thinking about it.

But let me say again: thank you for these mods :)
Title: Re: [1.1] Lulu's Loony Levities (updated 2020-05-19)
Post by: LoonyLadle on May 20, 2020, 10:44:09 AM
Regarding bones: I use the same stat curve for bones as the game does for meat and leather. Due to how it works, small creatures give disproportionately higher butchery returns up until reaching a certain minimum value at which point it becomes linear with body size. I had briefly experimented with doing something more sophisticated with the formula, but decided to retain a vanilla-style approach.

If you want something useful to do with bones, may I suggest spike traps? Bones are particularly well suited to spike traps.
Title: Re: [1.1] Lulu's Loony Levities (updated 2020-05-19)
Post by: Maaxar on May 24, 2020, 08:27:21 PM
I made a few patches for Lulu's Bones and Chitin mod for personal use. It is available here:

https://github.com/Maaxar/LuluBonesPatchCollection

It does the following:

- Adds bones to Humans
- Allows the Pila, Short Bow, Great Bow, and Recurve Bow to also be made out of Bone, Thrumbone, or Chitin
- Adds bones to any Alien races added by the Humanoid Alien 2.0 framework mod
- If you have Wulf's Expanded Insects installed, it removes Wulf's Soft Chitin and Robust Chitin and adjusts the recipes of his added items to use the Bone or Chitin from Lulu's mod instead

Lulu you may add any of these patches into the base mod as you see fit.
Title: Re: [1.1] Lulu's Loony Levities (updated 2020-05-19)
Post by: LoonyLadle on May 24, 2020, 08:50:09 PM
Quote from: Maaxar on May 24, 2020, 08:27:21 PM
- Adds bones to Humans
- Allows the Pila, Short Bow, Long Bow, and Recurve Bow to be also be made out of Bone, Thumbone, or Chitin

I believe there is still unused references to a human bone def in my mod code because I originally had planned to have such a product. I later abstracted it out because of how humans react to human butchery products. But I know that most people who play this game don't understand or appreciate why that is.

More importantly, there is an actual technical reason why I did not stuff weapons.  It is not so blatantly illogical for buildings but the interaction of stuff with otherwise non-stuffed items, especially things like archaic weapons, is nonsense. Making a sensible interaction for this is a delicate balance matter that is not so easily solved; it is best done with a mod dedicated to that purpose. I strongly disapprove of these patches.
Title: Re: [1.1] Lulu's Loony Levities (updated 2020-05-19)
Post by: Maaxar on May 24, 2020, 09:08:34 PM
Quote from: LoonyLadle on May 24, 2020, 08:50:09 PM
Quote from: Maaxar on May 24, 2020, 08:27:21 PM
- Adds bones to Humans
- Allows the Pila, Short Bow, Long Bow, and Recurve Bow to be also be made out of Bone, Thumbone, or Chitin

I believe there is still unused references to a human bone def in my mod code because I originally had planned to have such a product. I later abstracted it out because of how humans react to human butchery products. But I know that most people who play this game don't understand or appreciate why that is.

More importantly, there is an actual technical reason why I did not stuff weapons.  It is not so blatantly illogical for buildings but the interaction of stuff with otherwise non-stuffed items, especially things like archaic weapons, is nonsense. Making a sensible interaction for this is a delicate balance matter that is not so easily solved; it is best done with a mod dedicated to that purpose. I strongly disapprove of these patches.

Hmm, makes sense regarding human butchery products and how pawns react to them. Would it be possible to make a "human bone" extension similar to the one you made for thrumbone that gives similar reactions to pawns for products made from it? I would have to dig around in how the "wearing human leather" thoughts are generated, but it should be possible right?

I can see what you mean about potential caveats of making non-stuffed weapons stuffed, but out of curiosity what are some of the problematic interactions? Does making a bow out of bone or chitin alter its combat behavior in unintended ways?

I am of course, willing to take down the patch repository and continue to only use it for my personal games if you would prefer.
Title: Re: [1.1] Lulu's Loony Levities (updated 2020-05-19)
Post by: LoonyLadle on May 25, 2020, 05:45:08 AM
Quote from: Maaxar on May 24, 2020, 09:08:34 PM
Hmm, makes sense regarding human butchery products and how pawns react to them. Would it be possible to make a "human bone" extension similar to the one you made for thrumbone that gives similar reactions to pawns for products made from it? I would have to dig around in how the "wearing human leather" thoughts are generated, but it should be possible right?

The human leather debuffs are hardcoded into the game. Fortunately, I'm awesome, so I could implement that pretty easily. My main concern is not with wearing human bones but more in building furniture out of it. I could just give human bone some really nasty beauty debuffs (and a cool red color that no other stuff in the game currently has; that'd be cool!). The problem comes when I ask "wait, wouldn't a cannibal think a human bone bed is HARDCORE METAL?" I did some cursory investigations but there isn't any precedent for making things have different perceived beauty values by different pawns. It would be a very complex undertaking, and I know I have to do it right the first time because if I just give human bone a straight beauty debuff with intent to patch in cannibal effects later I'll get a million angry comments by people who don't understand how difficult the problem is.

Quote from: Maaxar on May 24, 2020, 09:08:34 PM
I can see what you mean about potential caveats of making non-stuffed weapons stuffed, but out of curiosity what are some of the problematic interactions? Does making a bow out of bone or chitin alter its combat behavior in unintended ways?

The main thing is that stuff passes its properties to the item, with wood and bone having very different blunt and sharp ratings. Bone weapons are more than twice as sharp as wood weapons, but both have a multiplier of less than 100%. You'd have to buff bows for them to keep them effective when made of wood, but using bone would cause them to suddenly become disproportionately powerful... about as powerful as a heavy SMG, actually.

There was a mod once upon a time that implemented stuff for ranged weapons using a new set of "ranged blunt" and "ranged sharp" stat modifiers. I don't know if it still exists. If it doesn't, I may consider remaking it myself as a sort of companion mod for this one. I could use a new project.

Quote from: Maaxar on May 24, 2020, 09:08:34 PM
I am of course, willing to take down the patch repository and continue to only use it for my personal games if you would prefer.

Naw, I've no desire to be that person who thinks their mods are sacred and untouchable by mere mortals. I'm not that arrogant. Besides, the stuff I did not specifically mention seems good. I did implement chitin in a way that I'm sure conflicts with a lot of other chitin mods, and I don't use alien races, so I'm sure some patches for those are necessary.
Title: Re: [1.1] Lulu's Loony Levities (updated 2020-07-25)
Post by: LoonyLadle on July 25, 2020, 05:16:35 AM
New mod available: Scrap Anything. Break down (almost) any player-craftable object for resources at the same workbench used to create it.
Title: Re: [1.1] Lulu's Loony Levities (updated 2020-05-19)
Post by: Flimflamshabam on August 12, 2020, 01:07:13 PM
Quote from: LoonyLadle on May 25, 2020, 05:45:08 AM
I did implement chitin in a way that I'm sure conflicts with a lot of other chitin mods.
I was wondering if a toggle could be added, I'm using Vanilla Factions Expanded Insectoids which adds a bunch of new insects, an insect faction, and a special chitin material which functions a bit more like a metal than a wood, kind of awkward having both, although I can't seem to get many units of the VFE chitin, not sure if thats an incompatability because your chitin is being combined with it in butchery or if VFE just made their chitin % really low.

I used to use the Bones mod that is now part of rim of madness, but I didn't like the changes added to it when it became part of that mod group, I'm glad I found this one.
Title: Re: [1.1] Lulu's Loony Levities (updated 2020-05-19)
Post by: LoonyLadle on August 14, 2020, 08:20:36 PM
All mods recompiled and flagged as RimWorld version 1.2 compatible. Enjoy!

Quote from: Flimflamshabam on August 12, 2020, 01:07:13 PM
Quote from: LoonyLadle on May 25, 2020, 05:45:08 AM
I did implement chitin in a way that I'm sure conflicts with a lot of other chitin mods.
I was wondering if a toggle could be added...

Learning how to use HugsLib to make mod settings is something that has been on my bucket list for a long time. The inclusion of chitin in my bone mod seems to be the most contentious thing I have ever done, so if any mod is worthy of learning how to do that it'll probably be that one.

Until that happens, removing general chitin drops is fairly easy. Most mods implement their chitin using features already in RimWorld -- namely, as either a leather product or a special butchery product. I implemented mine by postfixing a code patch that checks the new BoneAmount stat and adds the bones as a new butcher product. It should not hard conflict with anything. As such, if you really don't want insects to drop chitin it should be a trivial step to go into /Patches/LuluBones_Patches.xml and delete the following section:

<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[@Name="BaseInsect"]/statBases</xpath>
<value>
<BoneAmount>50</BoneAmount>
</value>
</Operation>
Title: Re: [1.2] Lulu's Loony Levities (updated 2020-08-11)
Post by: LWM on August 15, 2020, 06:41:59 PM
Having done both HugsLib and self-done settings, neither one is particularly difficult - mostly copy/paste from another mod that does it  ;D

HugsLib's settings are a little slower during play but for something like butchery products, that's not worth even thinking about?
Title: Re: [1.2] Lulu's Loony Levities (updated 2020-08-11)
Post by: Sarge on October 31, 2020, 03:09:08 PM
I love your mods and modding approach Lulu! That quote from Tsunamy in your OP is spot on and I could not have said it any better.
Title: Re: [1.2] Lulu's Loony Levities (updated 2020-08-11)
Post by: LoonyLadle on October 31, 2020, 05:44:26 PM
D'aww, thank you Sarge. I was having a bad day and a kind word made it slightly less sucky. <3
Title: Re: [1.2] Lulu's Loony Levities (updated 2020-08-11)
Post by: Canute on November 01, 2020, 03:20:14 AM
*send up the minion's  (https://steamcommunity.com/sharedfiles/filedetails/?id=1565657439&searchtext=minion) from his current colony to cheer up LoonyLadle*
(https://gifimage.net/wp-content/uploads/2017/10/minions-cheering-gif-8.gif)

No bad day when these are around you !
Title: Re: [1.2] Lulu's Loony Levities (updated 2020-08-11)
Post by: LoonyLadle on November 01, 2020, 05:27:15 AM
Absolutely! They make such delightful screams when they die. *Grabs chain shotgun*
Title: Re: [1.2] Lulu's Loony Levities (updated 2020-08-11)
Post by: jptrrs on November 04, 2020, 06:48:18 PM
Just wanted to express my gratitude for Drop All. Cannot play without it, and to discover it is still up-to-date after this long is amazing! Good job!
Title: Re: [1.2] Lulu's Loony Levities (updated 2020-08-11)
Post by: LWM on April 18, 2021, 07:51:48 PM
Just by the way, I have been using your bone mods and a slightly changed version of your surgery mods, and they are great :)  Especially the surgery one - it was really easy for me to finally have my dream scar removal that involves using Components to hack the nanobots in glitterworld medicine.

Yay!
Title: Re: [1.2] Lulu's Loony Levities (updated 2020-08-11)
Post by: LoonyLadle on April 18, 2021, 09:41:52 PM
I'm glad you're enjoying my mods and that they still work even though it has been a long time since I last recompiled them!