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Are you trying to extract bones from rotten, and desiccated corpses at the butcher table ? Because you should be using the Stonecutter's Table for that. Butcher's table is for fresh meat - don't wanna cross contaminate D:
there's no interaction or bill for butchering rotten or desiccated that drops bone
Added another mod or two that explicitly are supposed to allow butchering rotten, so the pawn does grab a desiccated corpse and does the interaction but no bones drop (or anything else)
If you confirm there is a problem I'll look into it though
as Cassandra sent a great bounty of elephant sick with the scaria. as per usual, half were tainted rotten, but my diligent pawns put them in cold storage and refused to touch those. others were skeletons already so wasnt sure why they were in the freezer instead of cremated. so cant tell if they'd had bones extracted... and so the 17 or so rotten elephants I put outside to skeletonize and so waiting on them to become desiccated and will try again to extract the bones from those.
Once long bones have been extracted, there should be nothing left behind. If they are modded animals, that may be the cause of the problem, if they use a different base
In general, mods, and patch-mods that either work in tandem with, or utilise a mod as a dependency are perfectly fine even without having to ask. They actively promote the mod in question, since they provide additional benefit or are required to function after all.
It's really only compilations, and mod-packs that are ever an issue, and need an authors consent.
this is probably something for the future (as im still trying to finish my mod and catch up on some updates etc), but when i get to making an addon for mod crossovers, are you ok for me to include a patch or something for your bones, for my Rimside Recycling mod?
Thanks for the suggestion, but as far as I am concerned, this mod is finished. I don't plan on adding anything further to it other than the odd tweak or fix when required.
The first - I'm noticing a lot of bones are being generated by animal corpses through butchering, if that can be countered with a calculation of body size or something.
The second/third - With both Dubs Hygiene and VE-Cooking both out now, that means condiments and fertilizer chains for the more technological colonies!
- I'd suggest breaking down bones, skulls and bone blocks into a (bone meal) calcium supplement as a condiment (I dunno, 5% injury recovery and 5% pain resist)
- For dubs, maybe bone meal could be put into the composter?
Thanks!
Anyway, thanks for the info ;) In the mean-time I applied local fix for all of the mods with common directory.
For now, I suggest making those changes locally, until there's an update with more content.
I've found that issue with the following mod IDs (probably applies to all of your mods, but I did not subscribe every one):
3195547844
3235525117
3230723822
3219861022
3209070506
3208333941
3021936443
3016949197
Please note that bones in this mod are considered "stoney" rather than "woody" so some furniture that is woody/metallic exclusive (such as the butcher table) can not be made from bone. Check out my other mod Synthetic Polymers in which one can craft fibreglass, a material that is considered "woody"
Two different bone based mods are likely to try an insert their content into the same objects, and probably in the same way. This may, or may not cause a conflict depending on the mods in question, and the load order. They may outright conflict making running both not viable; they may over-write some content; or they may simply coexist without issue - it really depends on how the mods in question work :/
IAH, iunno coz I don't use other bone mods ¯\_(ツ)_/¯
also noted unlike both long bones have no market value.. very occasionally (when we're swimming in stock) will I have to sell bones (from Bones mods) since they do have a good value. that value comes from Bone China, Bone Marrow, and making blocks similar to Bone mod. Would be great to get both mods on board to include ingredients from their respective recipes. And for those long bones to be clubs without any extra effort.
The thoughtdefs worked fine, no errors.They should have spooked normal pawns, and let cannibals, psychopaths and bloodlust pawns work without issue. My guess is it requires some stuff that would require some assembly or other. Would need help with that, so it's gonna stay locked for now.
After much deliberation, I decided on a compromise.
I have lifted the block on carving up dead people, and put in a caveat that the default switch is for animals. I will leave it up to the player's own conscious whether they wanna click that tick and force regular pawns to chop up their peers or not, and turn a blind eye to the lack of significant consequence.
Those pawns will get the default "observed a rotting corpse" debuff while carving them up anyway.
From these
<defName>HumanLeatherApparelHappy</defName>
<defName>DeadMansApparel</defName>
versus
<defName>HumanBoneFloorTilesHappy</defName>
<defName>HumanRemainsUnderFootHappy</defName>
<workerClass>ThoughtWorker_HumanRemainsFloorTiles</workerClass>
or
<workerClass>ThoughtWorker_HumanBoneFloorTiles</workerClass>
Despite the -4 beauty whatever boost you get from Bloodlust Cannibal and Psychopath etc would make a permanent boost being on those tiles ?
As for the flooring, initially I thought they would just be stark white like the walls, and look dreadful en mass, so I did not include them. I have since checked it out, and they look the same as other stone tiles and stuff, so I will update shortly to include floors.
This part, its true. So hopefully your mod will complement what those mods ignored for whatever reason. Also that the materials dont work for floors. Doesnt make sense.
While this means that smaller corpses may give more than one might expect, larger corpses give less than one might expect, so it all works out in the end. If players wanna farm small animals for bone blocks, that's their prerogative. Personally, I'd rather have the meat XD