[B18]K_K's minimods: Corrected Workgiver/Craftable Molotov/Fast growing grass/..

Started by kaptain_kavern, August 31, 2016, 10:08:51 PM

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kaptain_kavern


More MiniMods :


  • FEHT! : Female Elephants Have Tusks!
  • CCCC! : Campfires Can Cremate Corpses!

kaptain_kavern

More MiniMods :


kaptain_kavern

Update :



kaptain_kavern

Update :


  • Corrected Workgivers : Now also moves harvesting work type into the plant cutting category so you can now prioritize harvesting over sowing. As a counterbalance, trees can "harvest fail".

Rimrue

I was just about to install this, until I saw you'd added harvesting to plant cutting. That'll conflict with my Pawns Are Capable mod as my snob gardeners won't want to harvest anything anymore. Lol

Do you have a link to the version that just has the corrected Construction and Repair workgivers?

Thanks! :)

kaptain_kavern

Hi Rimrue,
You can have a look at the Patches.xml, I have commented all the patch (one by one), you want to remove the two last ones (from line 38 to 51 include).

I'm pretty sure you'll manage, but in any case, tell me and I can make the edit for you.

Edit : I'm silly, you can find links to the old versions in the release tab on Github


kaptain_kavern

Minor update regarding skills description for Corrected Workgivers (see screenshot in O.P.)

kaptain_kavern

I will soon-ish release a mod called "Vanilla Animal Overhaul8)

I have planned to release several updates adding more features each time.



First release - aka Konrad Lorenz edition - will contain :

- more pack animals for you and factions (bears, elephant, rhino, alpacas for now)


- modified workgivers so now animals will follow their master for way more activities when ask to follow master for fieldworks


On this picture you can see that Panache (the dog) is escorting his master while he harvests plant

- Lots of animals are now set to be herd animals. Meaning they should behave more as a group, especially when you will hunt them  ::)




Second edition will introduce more changes to animals themselves like more "milkable" and "shearable" animals, more "butcherable" custom parts (as in my Tropical Mod), adding unfertilized eggs for all egg-layers (in vanilla only the chicken lay unfertilized eggs) and making elephant eats trees  ;D



I have good hope of releasing the first edition tomorrow. I really want to make more animals predators first ;-)

kaptain_kavern


wwWraith

Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

kaptain_kavern

Quote from: wwWraith on July 02, 2017, 05:12:36 PM
Btw can you C# or only XML?
I only know XML well. I wish I knew C# more but I'm barely able to understand it so let's not talk about writing code with it. I'm sure I could but I need more time ;D


Vanilla Animal Overhaul is released BTW ;op

wwWraith

I'm sorry if my question might seem rude. I like your mods and I see your interest in animals here. The point is that I have some ideas about more deep overhaul of their behavior that I thought could be interesting to you. But most probably it requires some C# usage and I also don't know it :)
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

Sempius

Kaptain! I'm not sure if this is intended behaviour or not (regarding Corrected Workgivers) but my colonists will always prefer stonecutting to doing practically anything else (probably because it falls under the constructing category and that work is very prioritized). I've tried using blerkz's "Skilled Stonecutting" but it doesn't seem to be working quite as I expected: pawns do in fact gain crafting exp, but that's about it, it won't get recognized as a crafting bill (and not a construction one, like in A17).

Is there any way to fix this?

Thanks once again for your amazing mods and updates!

kaptain_kavern

Quote from: Sempius on December 04, 2017, 06:09:09 PM
Kaptain! I'm not sure if this is intended behaviour or not (regarding Corrected Workgivers) but my colonists will always prefer stonecutting to doing practically anything else (probably because it falls under the constructing category and that work is very prioritized).         
[....]
Is there any way to fix this?
[....]

Hi there, first sorry to make you wait for the reply  :-X

I haven't tried nor thinked about interaction with other similar mods (in fact there wasn't IIRC back then). What you want is having my mod actionplus gaining xp while stonecutting, right?

Maybe try with my mods AFTER the other one in mod order... If that doesn't work, I'll look at how to show you how to "mod my mod" for doing that, no problems  ;)






Movable Sandbags mod just have been updated!

Minor update that make the patch better and quicker to load + adding ModCheck feature to auto-detect incompatible mods