Ludeon Forums

Ludeon Forums

  • August 11, 2020, 03:40:18 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

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.

Messages - Fisty

Pages: [1] 2 3 4
Releases / Re: [B18] Area Rugs (also A12 to A17)
« on: October 14, 2018, 06:31:04 PM »
Yes, updated to A19 a few days ago, and updated again today to squash some bugs.

Releases / Re: [B18] Area Rugs (also A12 to A17)
« on: November 28, 2017, 11:32:55 PM »
Rugs have been force-fed appetite suppressants and will no longer eat furniture.

Releases / Re: [B18] Area Rugs (also A12 to A17)
« on: November 25, 2017, 02:17:07 PM »
Updated to Beta 1.8

Outdated / Re: [A17] Vegetable Garden [8/15/17]
« on: August 16, 2017, 09:15:26 PM »
Garden tools

I don't see that. I also use Rainbeau's Fertile Fields. Note i loaded it after VG. Is that mod blocking the Digging Spot?

Most likely

Outdated / Re: [A17] Vegetable Garden [8/15/17]
« on: August 16, 2017, 06:16:32 AM »
Garden tools

Outdated / Re: [A17] Vegetable Garden [7/3/17]
« on: August 15, 2017, 07:32:52 PM »
I've been working on 3 huge patches today.
Medieval Times
And another cupro patch for drinks. (a fix)

Thank you dismar and kaptain_kavern!  :-*

Releases / Re: [A17] TropiCKAPP Rainforest Mod
« on: August 15, 2017, 09:34:06 AM »
Moving over here to talk about Vegi Garden.. The only things I can see as being a problem is VG already adds bananas, coconuts, bamboo, figs, and neutro flower petals to craft neutroamine, not sure how they will work together.  Don't see the neutro being an issue having two options to make it and the result will be the default game item, but the others might cause problems.  Fruit trees, bamboo, healroot, mushrooms, extra decorative flowers, extra decorative trees, etc spawn wild on the map as well.  I don't know if your map generation/spawning will overwrite that or if they'll both contribute?  (I don't know how that part works, not a huge deal if yours just overwrites as long as it doesn't break the game)
Attaching a pic of all the options for planting with VG fully researched - I haven't played on a jungle map in quite a while, I might have missed something.

[attachment deleted by admin: too old]

Releases / Re: [A17] Area Rugs (also A12 to A16)
« on: July 16, 2017, 08:13:03 PM »
Updated again, added 15 more colors making it 25 total now.  Steam version will automatically update, Nexus has both versions available still if you just want the original 10.  Pretty picture is in the first post.

This won't break your saves but you will need to go into your stockpile options and checkmark the new colors.

( sorry, making more work for you, @MMAciek )

Releases / Re: [A16] Area Rugs (also A12 to A15)
« on: May 27, 2017, 05:46:16 PM »
Updated to A17, new files on Nexus and Workshop.

@beeeboop:  I've downloaded hundreds of mods from the Steam Workshop and literally thousands from Nexus without ever paying a cent to either of them for the privilege.  You can buy an upgraded account on Nexus but it's not required, just ignore the popup.

Releases / Re: [A16] Area Rugs (also A12 to A15)
« on: March 05, 2017, 09:46:52 PM »
Curious as to how this interacts with T's "more cloth" mod since that changes cloth to be farmed into fibers and then made into actual cloth via workbench. Would it then be possible to dye it with this mods bench?

As long as the result from T's mod is the same cloth (which it should be or you wouldn't be able to use it in the vanilla recipes that use cloth) it'll work fine.  I use it with Vegetable Garden which does the same thing.

Also are there any problems running this mid save, or uninstalling it temporarily should a problem arise?

It's an entirely xml based mod so it shouldn't break your game, however I don't know what it would do if you have colored cloth or clothes using it in you base or on your people, so best to bleach any cloth you have laying around and sell off any clothes or rugs, make sure you don't have a trader caravan or ship at your base carrying stuff using it at the time, etc.

Im planning on running FashionRIMsta. What determines whether colonists wear dyed clothing from this mod, or clothes native to other clothing mods like apparello? Can other apparel mod clothing be dyed? Safe to assume both can coexist like hair mods can?

The died cloth is defined the same as regular cloth, wool(s), hyperweave, etc.. so any recipe that uses the cloth type will automatically have the ability to use the colored cloth.  In other words, unless Apparello is coded very strangely it should work fine.  If you want to check for sure, try to craft something from Apparello that uses cloth, like overalls (? trying to remember from when I used it a few alphas ago) if it has muffalo wool, cloth, and devilstrand cloth (and all the other cloth types) listed as possible ingredients then it'll automatically use the dyed cloth.

Last question do rugs have any impact on cleanliness? I wouldn't want something as OP as the carpet dirt absorber but just wondering if it has a slight impact? Sorry lots of questions I know

No, there is a door mat mod that does that, I didn't want to make hers(his?) obsolete.  I use both mods together.  Plus I think it would be OP, I don't know about you but the carpeted areas of our apartment get just as nasty as the tiled areas.  LOL
Edit: just read your question again more closely.. the rugs do have beauty like furniture or sculpture so they can be somewhat OP in that regard since they can be placed under other things, sculptures at least you have to make room for.  If you want to have minimal impact on your game just have someone with kinda crappy artistic skill craft them and place the ones with minimal beauty impact.  (though the ones that are really good quality and really beautiful are worth a lot so they add to the raid difficulty you get, so that part balances out a bit)

oooo.. the purple ivy sounds like fun!

(and as one of the receivers of your help on Discord - thank you <3 )

Releases / Re: [A16] Area Rugs (also A12 to A15)
« on: January 07, 2017, 08:51:13 PM »
Another update, this time to fix rugs not being able to be sold to traders.

Releases / Re: [A16] Area Rugs (also A12 to A15)
« on: January 04, 2017, 01:21:21 AM »
So apparently the dyed cloth weighed 1kg a piece when taken on caravan.. fixed.  New version on Nexus and Workshop.

Releases / Re: [A16] Area Rugs (also A12 to A15)
« on: December 30, 2016, 11:32:14 AM »
Woman. The man was snugly sleeping when I did that.  ;D
Though he did double check on a bug I found yesterday.. if you don't set artistic skill required on a bill higher than 0 any pawn can and will do the rug crafting even if they aren't assigned to art.  However, it's also like that with the vanilla sculpting table.  So it's either something that was changed by one of the other mod's I'm using (unlikely) or a bug in the core game for A16 (likely), cause I didn't have that problem in any of the other versions.

So anyway, make sure to set those minimum skill requirements at the sculpting and rug making tables or you'll get a whole lot of awful and shoddy home decor items.

Releases / Re: [A16] Area Rugs (also A12 to A15)
« on: December 27, 2016, 11:00:10 AM »
Updated!  A12-16 on Nexus and 14 and 16 on the Workshop.

Pages: [1] 2 3 4