Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The way I've set it up, this mod can be taken out and replaced with the actual version at any time, so it should be safe to replace mid-save.
If it helps, this is off of a Vanilla Furniture Expanded - Production's "Electric Butcher".
Original modder here. Planning to update sometime tomorrow. May I backport some of your patches into the original with credit? Trying to get in contact to update the sprites as well.
That one's a lot lower priority though, since it's rather unbalanced in design, and I'd need to tweak just how expensive I make it. (My rebalance mod I'm slowly putting together has it set to 25 skulls, a much easier to accomplish number than 200, but that one's not quite ready for release just yet)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2992142409
ive missed this mod so much!!
Okay, I looked through them:
Vampires: No. Sanguinophages are basically the same thing and there are more than enough alternatives for it... Plus Jesctools is a mess.
Werewolves: No. Again, Biotech is better suited for this, and besides, it's more complicated than I'm able to work with.
Spiders: Maybe. If anything, they'd be rolled into a larger creature mod, rather than be standalone. I would need to commission an artist to make sprites for me, in that case.
Skull mace, anyone?
Additionally, I've added bone alternative recipes to Compound Bows (Dunno why they were missed), and fixed a few slowdown issues with how some of the patches were coded. Apparently, they were only patching Centipedes and Scythers to not have bones too, so I doubled down and made all mechanoids not have bones.
Additionally, I've released a very basic submod: Only Bones. This submod only has the 'butcher creature for bones' code, plus the code for bones itself. It still has the ability to make bone neolithic ranged weapons, but it lacks any of the more complicated things like additional recipes or stuctures. It's meant for causing minimal impact on a pack.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3256016879
Unfortunately, I don't know how to write config files, so I'll see what I can do about turning the bonus graphics on or off.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2181290749
I plan on also making a less feature dense fork of the mod, named Bones N Bits, aimed at reducing some of the clutter, optimizing some things, and removing a few loopholes (Marrow is insanely strong as a food source. It's meat that never rots that can be made whenever)