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#1
Releases / Re: [1.0] Recycle [ModSync RW]
August 17, 2018, 11:11:58 AM
Hello Viki, regrettably I recently removed ALL my of RW installs(+mods) since pre-alpha... and only keep the latest dev-build. Hopefully someone can help you with B18 of this mod. It is such a shame that there's a forum auto-delete of attachments when they're 'too old'. If it isn't too painful for you, maybe try the 1.0 ... uhh B19 dev-build. Take care!
#2
Releases / Re: [1.0] Recycle [ModSync RW]
July 24, 2018, 03:59:05 AM
For me, the main purpose of this mod is to breakdown useless things to raw materials instead of letting apparel occupy great amount of space, as RW logic has it we can't stack clothes ... when in real life we CAN ...

Also, we can setup a cycle to "recycle-make apparel" to train the colonists' crafting skill up.
#3
Added changes to v1.0.
This mod is now ModSync RW compatible and you can get future updates using it.
Or download directly from GitHub.
#4
Releases / Re: [1.0] Recycle [ModSync RW]
July 02, 2018, 02:05:25 AM
Added changes to v1.0.
This mod is now ModSync RW compatible and you can get future updates using it.
Or download directly from GitHub.
#5
Bugs / [A17] Cannot sell Cows
May 08, 2017, 07:25:05 AM
My cows had been breeding like crazy and I can't seem to sell them. Only 2 of my husky appear in the trader list. None of their babies appear there either.
Is there specific traders that will only buy animals?
So far, I'm unable to sell to Bulk, Exotic & Pirate traders.

P.S. Attached pic showed my animals in the background to the right.

[attachment deleted by admin due to age]
#6
Releases / Re: [A16] Recycle
May 07, 2017, 10:31:59 AM
Hello Lethe & ZenonX,
To answer your questions, what this little mod does is to
1) add Recipe to TailorBenches for apparel
2) add <smeltProducts> for items that have unstated Stuff(materials) they're made of, or have 2 or more materials in the costlist, where the game's Smelt function gives nothing as it doesn't know what to output.

I noticed there's a pre-release of Alpha17, so I got it and playing it now to see what's new and also to test if the Smelt function is still the same. Will update this mod when I had enough fun. :) cheers!
#7
Got a few incapacitated pregnant Alcapas around (Icesheet map), and either
1) They were giving birth (while incapacitated) or,
2) They were about to shed wool (while incapacitated)
This causes a flood of non-stop debug prompts and ALL colonists 'Standing' (shown on their status) around doing nothing or unable to do anything.

I manually removed the incapacitated state of the Alcapas from a save file and above problem didn't appear anymore. Sorry if this isn't very specific or detailed why the problem occurred. Thanks!
#8
Bugs / [A16] Imprisoned Colonist's [Needs] tab causes lag
December 26, 2016, 08:23:01 AM
Imprisoned my pyromaniac colonist who went on a firestarting spree, and it happens when I clicked on the [Needs] tab of said imprisoned colonist after it was up and walking about, I noticed the entire game starts to jitter/lag so much.

I can't say for sure this is a 'bug' but anything that causes lag for no reason, I feel it should be looked at. Thanks!
#9
Releases / [1.0] Recycle [ModSync RW]
April 13, 2016, 06:44:54 AM
Features
Recycle Apparel at the Tailor Benches.
Recycle common weapons (as usual) at the Electric Smelter.
Recycle output is ¼ of original raw materials.
Please ignore this error: "Config error in Weapon_GrenadeEMP: has smeltProducts but has smeltable=false"


Languages++
Chinese Simplified (简体中文)
Chinese Traditional (繁體中文)


Download
This mod (v1.0) will be using ModSync RW to update & release in the future.
Updates can be downloaded from GitHub as well.


Installing/Removing Mod
This mod can be installed into and removed from existing games without causing any problems.
Do make sure there's no Recycle recipe at any Tailor Benches before removing this mod.

Cheers!


Update
02 Jul 2018: Added 1.0 changes.
28 Dec 2017: Applied B18 changes.
08 May 2017: Applied A17 changes.

[attachment deleted by admin: too old]
#10
Releases / [1.0] Natural Surgery (More) [ModSync RW]
December 31, 2014, 08:40:53 PM
Feature
Added Brain, Ear & Nose surgeries for Human.
Added Rejuvenating entire body surgery for ALL living creatures (including core animals), where ALL unnatural additions, defects & ailments will be removed.
Buy natural body parts from traders, or harvest from prisoners.

Credit to Arrean for adding Ear, and Commander Beanbag's suggestion that enable to work with other surgery mods.


Languages++
Chinese Simplified (简体中文)
Chinese Traditional (繁體中文)


Download
This mod (v1.0) will be using ModSync RW to update & release in the future.
Updates can be downloaded from GitHub as well.


Installing/Removing Mod
This mod can be installed into and removed from existing games without causing any problems.
Do make sure there's no body parts (Brain, nose, ear) on the map, or in traders-in-waiting before removing this mod.

Cheers!


Update
02 Jul 2018: Added 1.0 changes.
28 Dec 2017: Applied B18 changes.
07 May 2017: Applied A17 changes.

[attachment deleted by admin: too old]