Any chance we can also get the SkillbuilderOff version of this. Thanks Heaps!!!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#32
Outdated / Re: [A14/A13] Aristocat's mods
August 09, 2016, 05:08:25 AM
All Ribs are just called Ribs instead of 1st - 12th Ribs
#33
Releases / Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
August 02, 2016, 10:00:17 AM
Added Labels to WorkGiver Def, so can see different names for each instead of all crafting with Work Tab.
[attachment deleted by admin - too old]
[attachment deleted by admin - too old]
#34
Releases / Re: [A12/13/14][MODLIST] Fluffy's Mods - first 7 mods are updated!
July 28, 2016, 11:32:00 PM
Could I make a suggestion for Work Tab Mod, would it be possible to be able to import/export favorites like Colony Manager does it. I usually use the more detailed priority for the "slaves", haulers n cleaning pawns and adjust accordingly. So it would be nice to just export those and then be able to import them into a new game, instead of having to make a new favorite for the same priority each new game.
Thank you for the fantastic mods btw.
Thank you for the fantastic mods btw.
#35
Releases / Re: [A14] Recycle
July 28, 2016, 11:25:54 PM
if Skull hasnt changed anything. The difference is what Apparel they work on. Skull's one doesn't work on armor vest/personal shields/power armor if I'm not mistaken
#36
Releases / Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
July 28, 2016, 08:04:40 AM
Anyone else experiencing this? Bug or just me? If you run duct pipes without an intake anywhere and connect Smart Duct Outlet the Net Temp will always be 20c
![](https://s32.postimg.org/533j0f52d/screenshot1.png)
#37
Outdated / Re: [A14] Colony Manager
July 28, 2016, 03:17:23 AM
could someone please explain to me the difference between the very basic manager table all the way up to the AI one. Seems to be the same to me or am I missing something.
Thanks
Thanks
#38
Outdated / Re: [A14] Soylent Green by JuliaEllie
July 26, 2016, 08:15:36 PMQuote from: dismar on July 26, 2016, 08:12:50 PMyeah if you cook it, it loses its link to human corpse ingredient. But if they eat it raw they know....but seems like the preferencing is still a bit weird. No meals but had corn, strawberries but they decide they want to eat Soylent raw and get a debuff instead
NOOOOOOO i dont think they notice if you cook it?
![Sad :(](https://ludeon.com/forums/Smileys/default/sad.gif)
#39
Outdated / Re: [A14] Skullywags Defensive mods - Shields, Fortifications, Armour, BlastCharges
July 26, 2016, 10:12:46 AMQuote from: skullywag on July 26, 2016, 07:11:02 AMworks fine now
Ok personalshieldsmk2 1.5 is up and should fix that issue.
![Smiley :)](https://ludeon.com/forums/Smileys/default/smiley.gif)
#40
Outdated / Re: [A14] Skullywags Defensive mods - Shields, Fortifications, Armour, BlastCharges
July 26, 2016, 06:43:21 AM
Personal Shield Mk2 coming up as a spinning magnetta box. Love your work btw
Here is the log:
Initializing new game with mods Core, Community Core Library, Community Core Library - Vanilla Tweaks, EdBPrepareCarefully, and PersonalShieldMKII-PersonalShieldMKII1.4
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Tried to get a resource "Other/ShieldBubbleNew" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Tried to get a material from a different thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Here is the log:
Initializing new game with mods Core, Community Core Library, Community Core Library - Vanilla Tweaks, EdBPrepareCarefully, and PersonalShieldMKII-PersonalShieldMKII1.4
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Tried to get a resource "Other/ShieldBubbleNew" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Tried to get a material from a different thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
#41
Outdated / Re: [A14] Soylent Green by JuliaEllie
July 26, 2016, 03:18:11 AM
The toons now know it's Human...it shows ingredients : Human Corpse