Thanks for all your patches, yes it would be cool to see those androids turning their heads and walking with animated hands and feet, though it may be a very time consuming task to do; as both mods Android Tiers and AlienRaces have some dependencies so the issue may lay on the other ends.. Anyway, I'm glad that it is on your 'to-do' list and wish you good luck with it.
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#1
Releases / Re: [1.0] Facial Stuff Alien Race patches - XH, Crystalloids, Orassans
April 22, 2019, 07:53:26 AM #2
Releases / Re: 1.0 Combat Extended Patches Compendium
April 20, 2019, 09:29:28 AM
Owlchemist, as you're getting better and better at patching mods to work together, would you mind to take a look into a lack of compatibility between Android Tiers mod and Alien Faces Expanded..? Both of those have some dependencies and they're quite complex hence I can understand that it may be time consuming to make the animated hands and feet visible on those androids.
Thanks in advance.
Thanks in advance.
#3
Releases / Re: [1.0] Common Sense - basic AI tweaks
March 23, 2019, 06:34:09 AM
Great mod, I like the options 'clean the room before sleep' and 'clean the surrounding before work' - no dedicated cleaners needed. I look forward to see more tweaks. Thanks!
#4
Releases / Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
January 03, 2019, 01:46:53 PM
I would do that, if that would save me from freezing to death.
#5
Releases / Re: [1.0] [KV] Change Dresser [ModSync RW]
December 31, 2018, 12:26:39 PM
@notfood,
Thanks for a link to non-steam download for your version of 'outfitted' mod, that commit for prioritising the tempereature need over the functionality of clothing fixes the issue when colonists were running naked because of negative numbers of brand new apparel available.
The mod itself makes a fantastic synergy with 'infused' mod and probably other mods that alter gear stats.
Cheers man.
Thanks for a link to non-steam download for your version of 'outfitted' mod, that commit for prioritising the tempereature need over the functionality of clothing fixes the issue when colonists were running naked because of negative numbers of brand new apparel available.
The mod itself makes a fantastic synergy with 'infused' mod and probably other mods that alter gear stats.
Cheers man.
#6
Releases / Re: [1.0] Cocco81's Canned food
November 02, 2018, 04:03:32 AM
You forgot to mention forks, knives & thootpicks.. I came with the idea of bottles that's all.
#7
Releases / Re: [1.0] Cocco81's Canned food
November 02, 2018, 03:39:59 AM
Hi, great idea with that canning processes - I like the realistic approach where you need to produce an empty cans before you start preserving food, unlike the beer brewing in vanilla game. By the way can you adjust the brewing so that the bottles are needed for a beer making?
#8
Releases / Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
October 29, 2018, 04:28:43 PM
I think I've found the issue - only injured pawns can administer fluids or wash other injured pawns, for some reason those options are not available for healthy ones. I guess there is a mismatch in checking in the current version of the mod. So Dubwise has to fix it.
#9
Releases / Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
October 29, 2018, 01:27:54 PM
Dubs (a mod creator), should be informed about it, B19 didn't have those issues, it's also impossible to wash patients or prisoners in beds, even if you have a fully functional water system up.
#10
Releases / Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
October 25, 2018, 01:18:59 PM
You have to check your pipe connections and general water supply in your colony, because colonists need to have sources of running water to administer it to pawns in bed (prisoners or sick ones). As far as I know an 'administer fluids' option wouldn't be available if you have only wash bucket a latrine.. I can be mistaken though.
#11
Releases / Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
October 24, 2018, 01:54:26 PM
The reason that administering fluids isn't always an available option is because a prisoner (in bed), or a sick colonist have fulfilled the thirst need at that moment, wait until the bar drops (like hunger) and then administer fluids. However, as it was mentioned above building a proper bathroom (with a basin) in a prison cell will make prisoners drink from it on their own.
And yeah, I agree - simple bottle system would be cool, instead of walking up to the wells, basins or rivers colonists would just carry a bottled water with them as meals and drink whenever they need to.
And yeah, I agree - simple bottle system would be cool, instead of walking up to the wells, basins or rivers colonists would just carry a bottled water with them as meals and drink whenever they need to.
#12
Releases / Re: [B19] chickens Multiproduce
October 13, 2018, 03:35:30 AM
Thanks for the fix of survival meals production. Does your mod let pawns gain a crafting skill when they bulk-cut stones? If not - can you add it? Also if you could do the same for a single stone cutting.. I know it's not a vanilla feature anymore. Thanks in advance.
#13
Releases / Re: [B19] chickens Multiproduce
October 11, 2018, 01:12:24 AM
As in B19 ingredients input in production of survival meals has been decreased to 0.3 of nutrition per ingredient - you should implement the same values respectively for your multiproduce bills. At the moment cooking of 5 and 10 survival meals takes 0.5 of nutrition per ingredient - equivalent of lavish meals. Great mod by the way, very useful.
#14
Releases / Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
July 07, 2018, 03:50:45 AM
Here is a 'BadHygiene' only updated to 1.0 test build
https://github.com/Dubwise56/DubsBadHygiene
https://github.com/Dubwise56/DubsBadHygiene
#15
Releases / Re: [B18][MODLIST] My Simple Useful Mods
April 13, 2018, 11:26:54 AM
Yeah, I have to mess with the Fluffy's scheduled work tab, have never used that option since I have that mod.. Thanks for the hint and keep up the good work!
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