Quote from: rcrdcsnv on November 21, 2015, 06:07:17 PMI figured out how to do it after I wrote the comment. Sorry. Great mod so far though.
I'm currently running them all together with no problem, just go into Interface Options once you've loaded a game and toggle the animal button under Main Tab Options to get the operations tab to show up on animals
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Outdated / Re: [A12d] A Dog Said... - Core friendly animal surgery (13-09-15 v10a)
November 21, 2015, 11:53:10 PM #2
Outdated / Re: [A12d] [MODLIST] Latta's small mods : NCP 10b
November 20, 2015, 11:35:52 PM
I really like the idea of being able to fix bones with a surrogate part but feel it should have some penalty for being an imitation. Yeah it's better than having a messed up bone but it's not as good as having an actual living bone. Also I tested your bone mod with version 12d and it seems to be fully compatible.
#3
Outdated / Re: [A12d] A Dog Said... - Core friendly animal surgery (13-09-15 v10a)
November 20, 2015, 05:25:04 PM
It is likely an issue with another mod (Most likely EdB Interface). Whenever you have a mod issue that can be tested you should try running the mod alone with only the required components. It often helps to run them in a new map as well as your current.
ATTENTION Latta:
Your mod is not compatible with EdB interface. More specifically it is not compatible with Animal Surgery Activator aka ASA. The button for animal operations is removed when running both.
It's a real bummer since EdB is extremely useful and I specifically wanted this type of mod for my game. Currently torn between the two. I don't expect you to fix it but figured you'd like to know of any incompatibilities.
ATTENTION Latta:
Your mod is not compatible with EdB interface. More specifically it is not compatible with Animal Surgery Activator aka ASA. The button for animal operations is removed when running both.
It's a real bummer since EdB is extremely useful and I specifically wanted this type of mod for my game. Currently torn between the two. I don't expect you to fix it but figured you'd like to know of any incompatibilities.
#4
Outdated / Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
June 25, 2015, 05:02:31 PMQuote from: Shinzy on December 27, 2014, 06:06:08 AMThey have snowmen in A11 now... Maybe you can do something with that. Make it rain snowmen? Make the snowmen attack when built? Maybe make all the snowmen yellow... don't eat 'em.
now I'm tempted to make really really ridiculous mod just so you'd have to download it =P *poke*
#5
Releases / Re: [A11] Hospitality (v1.05, instable - updated 23.06.2015)
June 25, 2015, 04:45:21 PM
Love the mod but I am no longer able to assign a warden when playing. The warden tab is completely removed. There is still someone doing the warden responsibilities but I can't control who. Too big an issue because the warden ended up being my doctor. I've got one good doctor who I trust to hack off people's limbs and harvest prisoner organs. She is a very busy woman. (I run a organ harvesting prison.)
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