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Pollyzoid
Nov 2, 2010

GRUUAGH you say?

Garfu posted:

I was just about to ask if there was a way to turn off skill decay yet. That's kinda why I stopped playing a couple alphas ago.

I just bought the game and skill decay sounds annoying, so I made a quick patch to disable it for build 727. I've only done couple minutes of testing, but it seems to work properly.

http://www.mediafire.com/download/46flbx41313yvur/disable_skill_decay_727.7z

Just unpack into RimWorld727Win_Data/Managed and run apply_patch.bat. It backs up the original Assembly-CSharp.dll and applies the patch.
I had to make it an xdelta patch because disabling the decay in a mod seems impossible or really hard. All this does is replace the skill decay method body with a bunch of no-ops, effectively disabling it.

into

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Pollyzoid
Nov 2, 2010

GRUUAGH you say?

Absorbs Smaller Goons posted:

Any reason why this wont work with build 671? I'm guessing the files don't match and it just renames the original and does nothing.

How can I modify it to make it work with my build? Don't really want to update to 727 and this sounds like a great little fix.

If you can get me build 671's Assembly-CSharp.dll, I'll create the patch for it. The patch only works if the original file matches exactly, so I have to create it again for every build (only takes a couple minutes).

Pollyzoid
Nov 2, 2010

GRUUAGH you say?
http://www.mediafire.com/download/iqdt3loa5d6b0q6/disable_skill_decay-671.7z

There you go, didn't test it but it should work.

Pollyzoid
Nov 2, 2010

GRUUAGH you say?
I like to keep my batteries disconnected if I have net positive production (or just enough to keep running for the night). This way I have spare energy for a rainy day and it avoid circuit overloads (though I prefer to disable them entirely).

I think just conduits by themselves can catch fire if they're connected to batteries, so this design seems pretty smart.

Pollyzoid
Nov 2, 2010

GRUUAGH you say?
By far my favourite mod after EdB Interface is Pawn Icons: https://ludeon.com/forums/index.php?topic=9163.0
It adds icons next to your pawns so you can see their status at a glance. Also shows a target dot so you can see where everyone is going (or just the selected pawn).

Pollyzoid
Nov 2, 2010

GRUUAGH you say?

Spaseman posted:

Are there any mods that make the various floors removable? I have some wood floor right where I want a new grove of trees to go.

Floors, Get Stuffed!

Haven't tried it, so I don't know how well it works.

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Pollyzoid
Nov 2, 2010

GRUUAGH you say?

Drink Cheerwine posted:

yeah, that's always annoyed me too. so i just made a tiny mod for us

http://www.filedropper.com/efficientlight

drops the draw from 150 to 25

Just a note: if anyone is playing with Colony Manager, Efficient Light has to be loaded before it. Otherwise you'll be unable to build any chairs.

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