It's compatible, though I had to separate every organs for animals. Before this, you could amputate chicken's leg and transplant into one of prisoner's body...
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#151
Outdated / Re: [A12d] A Dog Said... - Core friendly animal surgery (09-09-15 10)
September 09, 2015, 01:35:35 PM #152
Outdated / Re: [A12d] A Dog Said... - Core friendly animal surgery (09-09-15 10)
September 09, 2015, 12:41:32 PM
Which part do you mean? Crafting at workbenches, or extended bionic/prosthetic parts? For latter case, I had intention but only realized that EPOE is a massive mod...
#153
Outdated / [A13] A Dog Said... - Core friendly animal surgery (11-04-16)
September 09, 2015, 12:29:40 PM
A Dog Said, "You have the ability, why you don't fix me?" I Had No Choice But To Cry

Watching your double cataract Labrador is no longer painful
A Dog Said... adds peg legs, bionic eyes, prosthetic and bionic arms(for monkeys), prosthetic and bionic legs(small, medium, large and huge), which you can apply to your favorite animals. Buy them from traders.


License info
You must follow this license.

Direct
Update thanks to Adamiks!

- Please report any.
#154
Outdated / Re: [A12d] [MODLIST] Latta's small mods : DoorMat to 10a
September 09, 2015, 12:15:53 PM
I am about to release have released an example mod for this, which includes animal peg legs(recipe only), simple prosthetic animal legs, simple prosthetic animal arms, bionic animal eyes, bionic animal arms, bionic animal legs and euthanize option. Basically all Core recipes adapted for animals except organs.
Updated ASA to 10a. Now includes Euthanize option as default. You may... free... your animals from pain, without cutting its head off.
Updated ASA to 10a. Now includes Euthanize option as default. You may... free... your animals from pain, without cutting its head off.
#155
Outdated / Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
September 09, 2015, 09:29:24 AMQuote from: rsdworker on September 09, 2015, 09:12:20 AMQuote from: Latta on September 08, 2015, 07:27:57 PM
Turn off your god mode if you are using it.
well its there - when its not in god mode - the second medium heater has no image
Sorry, my mistake. Now confirmed and solved, I'll upload a new version with a few more passes on error investigation. Thank you for the report.
By the way: Have you met any squad brain error after load?
#156
Outdated / Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
September 09, 2015, 06:13:35 AM
Thank you. And you can downgrade to 40c, grab it from GitHub.
#157
Outdated / Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
September 09, 2015, 04:13:09 AM
It might be an incompatibility issue then, like MoreMechanoids - Misc. Mod back in A9 or A10, which threw the same error.
Would someone upload a log with the error in there? And iWilliBlecha, what mods are you using?
Would someone upload a log with the error in there? And iWilliBlecha, what mods are you using?
#158
Outdated / Re: [A12] RimEffect (22-08-2015 v25) A12 Update
September 08, 2015, 07:30:08 PM
It was RedistHeat, but resolved some amount of time ago. 'New' v40 fixed it
#159
Outdated / Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
September 08, 2015, 07:27:57 PM
Turn off your god mode if you are using it.
#160
Outdated / Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
September 08, 2015, 11:19:33 AM
Updated to v41.

Added small cooler and medium heater. While small coolers are more efficient in power-to-cooling capability compared to normal ones, medium heaters are not so great. But they do look better! And don't take any space.
Second addition is a reversed deconstruct designator, which was suggested by zenfur. It works same as core designator, except that it choose pipes and conduits first.

Third ones are graphical changes. I was able to load DDS files into game, and pre-generated mipmaps are certainly much better than stock one!
And for the last, RedistHeat now uses new license as of 41. It is not retroactive.
Edit: Forgot to fix active vent spiking problem, fixed and re-uploaded.

Added small cooler and medium heater. While small coolers are more efficient in power-to-cooling capability compared to normal ones, medium heaters are not so great. But they do look better! And don't take any space.
Second addition is a reversed deconstruct designator, which was suggested by zenfur. It works same as core designator, except that it choose pipes and conduits first.

Third ones are graphical changes. I was able to load DDS files into game, and pre-generated mipmaps are certainly much better than stock one!
And for the last, RedistHeat now uses new license as of 41. It is not retroactive.
Edit: Forgot to fix active vent spiking problem, fixed and re-uploaded.
#161
Mods / Re: mod for animal surgery?
September 08, 2015, 07:50:39 AMQuote from: Florius on September 08, 2015, 07:44:02 AM
There is one, let me find it for you...
EDIT: https://ludeon.com/forums/index.php?topic=11171.msg111237#msg111237 here you go, by the wonderful modder Latta!![]()
But it has no recipe in it! Someone should make for it...
#162
Outdated / Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Redundant assemblies removed
September 07, 2015, 06:48:58 PM
Active vent and smart duct outlet's temp spiking problem will hopefully be resolved next version.
#163
Outdated / Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Redundant assemblies removed
September 07, 2015, 01:16:56 PMQuote from: Florius on September 07, 2015, 01:08:16 PMTo clarify: The pipes to ind.cooler are redundant as ind.cooler is not part of duct buildings.
Indeed I just found out that you need a Exhaust port.
http://puu.sh/k3cqf/8ca146f629.jpg
Quote from: AHare on September 07, 2015, 12:26:06 PM
I've got an industrial cooler installed for a walk-in freezer, but it almost never goes below 50f despite being set to 0f. I'm not sure if it's just not working or what, because the room is sealed and outside is only about 80. Any ideas?
Would you post your setup?
Edit:
Quote from: Falcon24 on September 07, 2015, 11:40:40 AM
I don't think the "Air Circulation" research unlocks anything. It appears the active vents and smart duct outlets are available from the beginning of a new colony. I looked at the defs, and didn't notice a research requirement for them.
Love the mod!
Quote from: Z0MBIE2 on September 07, 2015, 12:07:57 PM
Yeah, I noted that before too. It seems to say it's supposed to, but it doesn't.
Yes, that is useless now, I forgot to remove it. And removing it now might ruin existing colonies' research progress.
#164
Outdated / Re: [A12d] [MODLIST] Latta's small mods : DoorMat to 10a
September 07, 2015, 10:13:17 AMQuote from: kellyboi on September 07, 2015, 10:01:40 AM
Ah i see...
Well, I guess my colony's gonna be going thru some crazy temp changes cause i changed some values with the assumption that they're "actual" rather than "offsets"![]()
May I ask about biome factor though? My guess is that they shift the whole curve up or down haha...
Your guesses are rather accurate! To be precise, It's value is added to the final value depends on your biome.
If you play in...
Ice sheet: Subtract the factor from temperature.
Tundra: Subtract half of the factor.
Temperate: Nothing.
Arid/Jungle: Add half of the factor.
Desert: Add the factor.
So, if you set it to 30, ice sheets' temperature will go down by flat 30C while deserts go up 30C. On the other hand, biome factor of -30 would make "warm" ice sheets(becomes not really icy) while deserts go very cold, or at least go "temperate".
#165
Outdated / Re: [A12d] [MODLIST] Latta's small mods : DoorMat to 10a
September 07, 2015, 08:01:40 AMQuote from: kellyboi on September 07, 2015, 07:57:49 AMQuote from: Nerve on September 05, 2015, 06:02:30 PM
Can you explain how to use GTC a little more and add some comments to the xml?
If I'm not wrong, the points in the xml plots a xy graph. X being time of the day Y being the temperature.
Same for year. X being month of the year and Y being temperature.
The Y coord seem arbitary and doesnt represent any exact temperature.
You are right, except they are "offsets", thus they look arbitary. So if Jan. 1st's 12PM temperature is about 10C on temperate forest, it would be (10C + annual(1, offset) + daily(12, offset)) with this mod turned on.