All mods require HugsLib.Get HugsLib here
Stable 1.0 |
Smarter food selection | Steam | Homepage / Download |
Hydroponics with lamps | Steam | Homepage / Download |
Beta 19 |
Self launching pods | Steam | Homepage / Download |
Too Many Leathers | Steam | Homepage / Download |
Alpha 16 |
Smarter food selection | | Download | 2017.03.20 | Allows you to assign food policies to your pawns (colonists, prisoners, pets). Sharply improves the food selection. Comes along with many cool other features. |
Medivac | Steam | Download | 2017.01.22 | Allows you to put downed pawns into pods. Also optimizes medical beds selection. |
Sync Growth | Steam | Download | 2017.02.20 | Helps your crops to become mature at the same time. |
Reuse pods | Steam | Download | 2016.12.30 | Allows you to reuse your transport pods. |
Too Many Leathers | | Download | 2017.03.02 | Merges all identical leathers from different animals. Works with any mod. |
Alpha 15 |
No thoughts for hostile prisoners | | Download | 2016.11.24 | Negates all thoughts related to prisoners from a hostile faction (death, sold, executed, organ harvested). |
Have a better control over your food for all your pawns. (prisoners, colonists, pets, visitors).* Feed prisoners with simple meals instead of lavish meals.
* Protect your crops. Prevents your pets from ingesting crops, meals instead of their kibble.
* Allow visitors to use the paste dispenser.
* Force the dispenser to output meals.
* Tons of other improvements.
More information bellow
Github (source only)
Do not install from github
Requesting medivac !Allows you to put downed pawns into transport pods.
Smarter medical bed selection.Colonists will now go to the best medical beds (eg: Hospital bed with vital monitor) if they need tending, immunity or surgery.
They will leave FREE the best beds if they are tended already but need recovering.
If they need urgent tending however (for severe blood loss for example), they will just reach the closest medical bed.
This works for rescue as well.
Download latest
Github (source only)
Helps your crops to be mature at the same time, avoiding your farmers to lose time when only few or your crops are fully mature.This works by magically redistributing the growth between your
adjacent crops.
Crops grown above the average of the group will grow slower and those bellow the average will grow faster. The average growth remains the same.
This does NOT work if your plants have more than 8% of growth difference.
You can see what effects the magic has by clicking on your crops.
Download latest
Github (source only)
Are you sick of building pods again and again to communicate with your trading outpost ?
This mod allows you to reuse your pods under certain conditions.Q: How do I reuse a pod ? When launching a pods group, target a location within the range (max 20 tiles) of a
Landing controler and one
Pod launcher for every pods you want to reuse.
Q: What happens then ? If conditions are fulfied upon arrival, pods will land next to pod launchers, at fueling ports where you can launch them again.
Q: What's if I have more pods than pod launchers at destination ? Pods that can't land at a fueling port will act like vanilla: they land at a random location and vanish.
Q: Is it balanced ? What is the drawback of that ? All you need is to have Pod launchers at the destination and the new
Landing controler building (looks like a trade beacon). ONLY ONE IS REQUIRED.
It costs 15 gold, 120 steel and 3 components and has 300 hitpoints.
Q: I have an error message when starting the game. If you are talking about the warning (yellow!) message of HugsLib, it's an HARMLESS message. Otherwise please report it bellow. Compatibility
It should be compatible with Mid-Range Drop Pods by Thundercraft and LongRangePodLauncher by xhatti.
However you should load this mod before and you will loose the place helper (lines to the landing controller) when placing the Pod Launcher blueprint. (to be tested).

Groups all identical leathers into tiered leathers item.
Their names become "tier X leather" where "X" is the tier of the leather. The tier is a ranking based on the stats of the leather.
In vanilla, thrumbo leathers should be tier 1.
Identical means: Same stats, same market value, same commonality.Does not requires a new save and will ask you for updating all world items when using an already existing one.
Does not make your save game dependent on the mod either.
Should be compatible with anything.
On game start, a report should be available in the log. Here is what it is without other mods.
[WM_Too_Many_Leathers] Merged 49 leather types into 18 tiers. 12 unique types left untouched.
Created [Tier 1 leather (thrumbo)] (defname: Thrumbo_Leather) with leathers from species: thrumbo
Created [Tier 2 leather (arctic wolf)] (defname: WolfArctic_Leather) with leathers from species: arctic wolf
Created [Tier 3 leather (lynx)] (defname: Lynx_Leather) with leathers from species: lynx
Created [Tier 4 leather (pig)] (defname: Pig_Leather) with leathers from species: pig
Created [Tier 5 leather] (defname: Alpaca_Leather) with leathers from species: alpaca ; snowhare ; yorkshire terrier ; wild boar ; warg
Created [Tier 6 leather (chinchilla)] (defname: Chinchilla_Leather) with leathers from species: chinchilla
Created [Tier 7 leather] (defname: Muffalo_Leather) with leathers from species: muffalo ; dromedary ; grizzly bear ; polar bear ; Megasloth ; husky ; elk ; caribou ; timber wolf ; fennec fox ; red fox ; arctic fox
Created [Tier 8 leather (hare)] (defname: Hare_Leather) with leathers from species: hare
Created [Tier 9 leather] (defname: Cougar_Leather) with leathers from species: cougar ; panther ; labrador retriever ; cat ; deer ; ibex ; boomalope
Created [Tier 10 leather (squirrel)] (defname: Squirrel_Leather) with leathers from species: squirrel
Created [Tier 11 leather (cow)] (defname: Cow_Leather) with leathers from species: cow
Created [Tier 12 leather (alphabeaver)] (defname: Alphabeaver_Leather) with leathers from species: alphabeaver
Created [Tier 13 leather] (defname: Gazelle_Leather) with leathers from species: gazelle ; capybara ; monkey
Created [Tier 14 leather] (defname: Boomrat_Leather) with leathers from species: boomrat ; Raccoon ; rat
Created [Tier 15 leather (human)] (defname: Human_Leather) with leathers from species: human
Created [Tier 16 leather (rhinoceros)] (defname: Rhinoceros_Leather) with leathers from species: rhinoceros
Created [Tier 17 leather (elephant)] (defname: Elephant_Leather) with leathers from species: elephant
Created [Tier 18 leather] (defname: Iguana_Leather) with leathers from species: iguana ; cassowary ; emu ; ostrich ; turkey ; tortoise ; cobra
[A15] No thoughts for hostile prisoners.
No more bad thought for prisoners you captured from an hostile faction.
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[A15] No thoughts for hostile prisoners
The mod
You may now treat prisoners from an hostile faction as you wish without getting bad thoughts.
This means : execute / kill, sell or harvest organs.
Executing, selling or treating badly a pawn from a non-hostile faction (such as your own colony) will still get you bad thoughts.
Other prisoners will still get bad thoughts if the badly treated pawn is from a non-hostile faction or their own faction.
Unlike the "no organs thoughts" or "no thoughts on prisoners died or sold", this mod won't overwrite the vanilla thoughts but it's all about faction relations instead.
Known issues
Please report any issues you may have.
You may include my mod in your mods, but give credits.