And I think I have too many races for that to be useful to me; big wall o’ sliders, some of which have default settings that make no sense. Such as 100% cheetahpeople for all bandit-type factions.
Oh, well.
And I think I have too many races for that to be useful to me; big wall o’ sliders, some of which have default settings that make no sense. Such as 100% cheetahpeople for all bandit-type factions.
Oh, well.
How’d I not see this before?
I assume repair capabilities stack with Repair Bed ( which requires VFE - Spacer Module ).
I also recently added BetterSliders Contiuned – if that allows direct entry of numbers rather than messing around with all of Faction Race Diversity’s sliders, I’ll give FRD another try. After taking notes regarding race distribution without FRD enabled.
I put all that into a spreadsheet, only to discover that FRD isn’t capable of even coming close to that. Several columns have no equivalent slider.
Meh. I kinda like having unexpected xenotypes showing up in visitor groups. If only there was a way to keep other xenotypes from showing up as Vigils. One of those always shows up, requesting lodging, shortly after establishing a new colony; they’re supposed to have a specific backstory and xenotype but I keep getting random ones for both.
Here’s another way to add landmarks without bothering with Vanilla Expanded.
For some reason, the cabinet from Nanotech Overpower influences benches quite a ways from said cabinet. I don’t mind my cooks operating at superspeed but I find researching technology almost instantaneously to be game-breaking, which is why I don’t use the power armor from LWOP. The occasional “instant research” scroll, whatever it’s called, is good enough.
Linkable Settings has a range limiter, along with a setting for working through X number of walls; this should help whenever I have a nanocabinet.
Hey, this is useful!
Just make sure you turn off multi-repair or you’ll waste resources. I don’t know how many components my construction bots wasted repairing refrigerators before I noticed.
Here’s another nice texture mod.
Place toward the bottom of the load order.
Oh, and if you have modded trees that get rendered behind objects – such as redwoods from Nature’s Pretty Sweet and Mallorns from LOTR-Elves – here’s a fix. It’s really a texture mod for vanilla trees; changing render order for all trees is an option.
Whatever saves I still had since I started 1.6 are no longer valid. Had been using a forked version of a race mod, which is no longer forked, and the current version doesn’t play nice with my mod list.
Too different from the previous version, anyway.