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Author Topic: [1.0][MODLIST] Fluffy's Mods - last update: 6-6  (Read 737800 times)

Fluffy (l2032)

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[1.0][MODLIST] Fluffy's Mods - last update: 6-6
« on: September 14, 2015, 06:16:45 AM »

Fluffy's Mods
[1.0]Animal Tab v3.5 (May 11th) Adds extra functionality to the Animals tab
[1.0]Area Unlocker v2.3 (Nov 1st) Removes the (arbitrary) limit to the number of areas you can create
[1.0]The Birds and the Bees v2.2 (Nov 6th) Adds reproductive organs to the animals
[1.0]Blueprints v2.6 (Jun 5th) Blueprints allow the quick construction of repetitive rooms/areas
[1.0]Colony Manager v4.8 (May 11th) Colony Manager allows you to make colonists do the more tedious parts of managing a colony
[1.0]Fluffy Breakdowns v3.3 (Jun 5th) Replaces random breakdowns with a maintenance requirement
[1.0]Follow Me v3.2 (Jun 6th) Gives the camera tracking capabilities
[1.0]Medical Tab v2.5 (May 11th) Adds a comprehensive medical overview tab
[1.0]Mod Manager v1.24 (Jun 6th) Managing mods should be easy!
[1.0]Pharmacist v2.4 (Jan 24th) Not all injuries are equal
[1.0]Relations Tab v2.3 (Nov 6th) Replaces the faction tab with a relations tab
[1.0]Research Tree v3.4 (Jan 24th) A better research tree
[1.0]Stuffed Floors v1.2 (Feb 4th) Allows building floors out of stuff*
[1.0]Work Tab v3.9 (Jan 24th) Provides a vastly more customizable work tab

Legend:
: Steam Workshop page
: All old & new versions
: Bugs & Suggestions

You can find my outdated & obsolete mods, as well as my other projects, on GitHub

Changenotes:
Code: [Select]
2019-06-06 :: ModManager :: Fluffy :: sanitize local mod names for uri reserved characters'
2019-06-05 :: ModManager :: Fluffy :: fail early when non-modlist xml is read'

« Last Edit: June 06, 2019, 05:36:21 PM by Fluffy (l2032) »
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rsof69

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Re: [A12d] Fluffy's Small Mods
« Reply #1 on: September 14, 2015, 07:11:22 AM »

Awsome
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Fluffy (l2032)

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Re: [A12d][MODLIST] FSM - No Colonist Left Behind!
« Reply #2 on: September 16, 2015, 08:10:53 AM »

No colonist left behind released, put pets into cryptosleep and take them with you when you launch
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Tekuromoto

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Re: [A12d] Fluffy's Small Mods
« Reply #3 on: September 16, 2015, 01:07:35 PM »

Issues
Humans fit into small crypto caskets. Don't do this, it's cruel.

I don't often LOL, but I did with this.  ;D
« Last Edit: September 16, 2015, 07:17:32 PM by Tekuromoto »
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Didact04

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Re: [A12d][MODLIST] FSM - No Colonist Left Behind!
« Reply #4 on: September 16, 2015, 03:22:53 PM »

Oh thank god, now I can save my pets from rimworld. Puppies can into space.
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bterrik

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Re: [A12d][MODLIST] FSM - No Colonist Left Behind!
« Reply #5 on: September 17, 2015, 12:15:00 PM »

Bug Report: With this mod enabled, I could no longer right-click on some jobs (for example - I couldn't right click on a power switch to prioritize flicking).  Some right clicking still worked, though.  I could equip weapons, but only when the colonist was drafted.

I am using only this and EdB Interface and Prepare Carefully.  Disabling this mod fixed the problem.

Loving the mod, thanks for the hard work!
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Fluffy (l2032)

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Re: [A12d][MODLIST] FSM - No Colonist Left Behind!
« Reply #6 on: September 17, 2015, 03:07:48 PM »

Bug Report: With this mod enabled, I could no longer right-click on some jobs (for example - I couldn't right click on a power switch to prioritize flicking).  Some right clicking still worked, though.  I could equip weapons, but only when the colonist was drafted.

I am using only this and EdB Interface and Prepare Carefully.  Disabling this mod fixed the problem.

Loving the mod, thanks for the hard work!
Hmm, I did play with changing pawn class which might have caused this, but I removed that. I think. Will double check, thanks for reporting!

Update: confirmed, but I have no idea what's causing this. I did already delete all traces of the old pawn class, I'm strictly building on a designator and the new caskets. I see no reason whatsoever why or how this should affect the right click menu...
Update2: found and fixed, this actually clued me in to an option to modify the right click context menu, which I though didn't exist. Good to know, and might be useful in the future. Thanks!
« Last Edit: September 17, 2015, 04:07:45 PM by Fluffy (l2032) »
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Fluffy (l2032)

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Re: [A12d][MODLIST] FSM - No Colonist Left Behind!
« Reply #7 on: September 17, 2015, 03:19:27 PM »

New mod; Medical Info
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Falcon24

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Re: [A12d][MODLIST] FSM - Medical Info
« Reply #8 on: September 19, 2015, 04:38:26 PM »

Love the mods, keep them comin! :D
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Fluffy (l2032)

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Re: [A12d][MODLIST] FSM - Medical Info
« Reply #9 on: September 19, 2015, 04:43:59 PM »

good to hear you're enjoying my stuff :)

I'm working on a fairly major mod, but I sometimes do 'quick' things in between that end up here. The work I actually get paid for is starting to get busier though, so my pace will likely not be so fast anymore ;).
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Fluffy (l2032)

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Re: [A12d][MODLIST] FSM - Medical Info updated
« Reply #10 on: September 21, 2015, 02:38:42 PM »

Small update to medical info; should now correctly show all possible status effects. If you notice anything missing, let me know!
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skullywag

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Re: [A12d][MODLIST] FSM - Medical Info updated
« Reply #11 on: September 21, 2015, 04:50:20 PM »

fluffy not sure your dirt before snow mod is save compat, just added it to an existing game and snow is still being cleared first.
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Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Fluffy (l2032)

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Re: [A12d][MODLIST] FSM - Medical Info updated
« Reply #12 on: September 21, 2015, 05:35:33 PM »

at least it didn't break things :P I'll slap a notice on it, kindof makes sense that the worktypes get saved with the game I suppose.
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Naxdar

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Re: [A12d][MODLIST] FSM - Medical Info updated
« Reply #13 on: September 21, 2015, 06:53:23 PM »

Bug : the ResearchInfo mod allows any technology to be researched via the "All" tab, ignoring prerequisites.
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Fluffy (l2032)

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Re: [A12d][MODLIST] FSM - Medical Info updated
« Reply #14 on: September 22, 2015, 01:33:56 AM »

Bug : the ResearchInfo mod allows any technology to be researched via the "All" tab, ignoring prerequisites.
Doh. That's a pretty horrific oversight! Sorry, and thanks for the report.

Update: fixed. Research projects where prerequisites are not researched now show a 'locked' message.
Also made all the strings translatable while I was at it.
« Last Edit: September 22, 2015, 01:53:30 AM by Fluffy (l2032) »
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