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Author Topic: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]  (Read 1050736 times)

Raf's

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Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
« Reply #1530 on: February 09, 2020, 02:00:26 PM »

Hi, first of all, amazing mods most of them are a must for any playtrough of mine, does anyone know if the Research Tree mod has problems with Map Reroll, Preemptive Strike and Technology Blueprints, at first I tough I was having problems with the amount of mods and research to do (since I have 190 something mods) but after shuffling around a bit and removing a mod that was particularly high on research, the tree seems to load infinitely, with out any of those 3 and with the mod that adds a lot of stuff, it's a 5 minute load time, is Research Tree simply not being able to hand it for some reason or is there an incompatibility with those mods? (Keep in mind save loads fine and no red errors)
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blopi

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Medical Tab v2.12
« Reply #1531 on: February 13, 2020, 03:48:48 PM »

Hi there!  8)

In a future Medical tab update, would it be possible to see the age displayed?
For example, just after the name, or before, or…?
Anyway, it's just a suggestion!  :)

Very good day!
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bradybil85

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Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
« Reply #1532 on: February 25, 2020, 11:46:39 PM »

Hello! Thanks for the great Mods Fluffy! Can I ask if there's any sort of timetable for a 1.1 update? Thanks again!
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Ki-Tarn

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Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
« Reply #1533 on: February 29, 2020, 06:13:24 AM »

Tried all the updates except birds and bees, all but mod manager works. Can' get log as it borks the game. The mod screen only shows one row of mods and a single mod. No close button and it partly locks the game up. Can exit the game with alt tab but once accessing the mod menu it quits working weither it's the first or last on the list under Hugs.
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KatsPurr

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Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
« Reply #1534 on: February 29, 2020, 11:11:49 PM »

Hey Fluffy,

I'm new to modding and have been desperately trying to figure out (https://ludeon.com/forums/index.php?topic=50574.0) how to mod the pawn heads. That led me to this thread where you mentioned you'd made a mini mod for being able to mod heads:

https://ludeon.com/forums/index.php?topic=17685.msg193621#msg193621

However I was not able to find your "modded heads enabler" mod. It wasn't on github either.

Is this something that doesn't work anymore?

BTW I see so many face mods on the Steam Workshop, I wonder how they were able to mod the faces / heads. I wish I could download them to figure it out.
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tile7

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Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
« Reply #1535 on: March 17, 2020, 07:11:25 AM »

Hi.
Mod manager keeps reporting (even latest version) that mods needs updating, but version installed = version of the update. Even your mods.
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wwWraith

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Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
« Reply #1536 on: May 10, 2020, 10:09:28 AM »

Is it possible to make Command Palette disappear after second rightclick (or whatever button it was set to appear)?
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Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Ruisuki

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Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
« Reply #1537 on: May 13, 2020, 07:07:30 PM »

is the power cleaner an actual object now or is it something that you must still use as a godlike as opposed to a pawn action?
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Waras

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Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
« Reply #1538 on: January 09, 2021, 09:04:26 AM »

oh wow...
Quote
Warning: this topic has not been posted in for at least 120 days.
update please, especially research tab to 1.2
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Angelix

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Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
« Reply #1539 on: January 10, 2021, 09:04:58 AM »

"Clear areas" not really worked. It do just as usual "Wood logging" job without threshold.
Tried both versions from github and steam. Same problem.
Upd. its because it checks if growing zone there and skips if it is. But now trees/bushes/etc can grow on growing zones. And if growing zone is dissallowed it will turn into forest.
« Last Edit: January 10, 2021, 09:18:12 AM by Angelix »
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viperwasp

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Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
« Reply #1540 on: March 26, 2021, 09:16:28 PM »

Do any of these work on 1.2?
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Canute

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Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
« Reply #1541 on: March 27, 2021, 03:15:56 AM »

Most of them are updates to 1.2
Only the forum entry arn't updated.

kittypryde

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Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
« Reply #1542 on: August 07, 2021, 04:59:59 AM »

I've just opened my game and ALL of my mods are outdated! Haha. Trying to understand how this forum works. I have Fluffy's ColonyManager - downloaded the latest version which was  updated 11 days ago (I think) and it doesn't support 1.3? Maybe I'm updating it wrong.
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Canute

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Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
« Reply #1543 on: August 07, 2021, 06:01:08 AM »

You prolly did.
Just looked at the github version and it is 1.3 only.
Maybe you should take a look at the 1.link of my signature and get all mods with RimPy from the steam workshop.

gendalf

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Re: [1.0][MODLIST] Fluffy's Mods - New mini-mod: Power Cleaner [BETA]
« Reply #1544 on: October 15, 2021, 09:20:09 AM »

# Work tab:
Changing a subjob priority with the worktab mod updates the global job priority setting for the job to the one with the highest priority subjob, it's werid.

slaves (ideology DLC):
 - Some jobs mainly research/art/hunt/warden, reset to no priority on save reload.
 - There's also a silly thing that a slave can get stuck in a suppressing themselves job. Fixable by just assigning no priority to that subjob, would be nice to make it a not asignable subjob for slaves.

# Colony Manager:
Auto-designation for animals to be tamed isn't working.
Auto-zoning isn't working.
I've added tasks for penned animals ducks/alpacas/etc with checked: Tameness, Unassign training.
A colonist works the bench for in-game hours, but animals still remain assigned to tameness training. Chaning the Tameness checkmark to 'x' in it also isn't working. What am I doing wrong?

# suggestions for animal tab:
 - add disease indication to animals, like plague with different icon for treated/untreated (and maybe to the trader tab).
 - add an option to autonaticaly disable training in "tameness" for birthed pen animals, as they don't require it to stay tamed.

# suggestions for relations tab:
 - add faction icons to the list factions on the left.
 - make the more permanent things like disfigured its own column or line.

# suggestion for schedule tab:
 - add night owl indication.

« Last Edit: November 09, 2021, 12:59:09 PM by gendalf »
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