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RimWorld => Releases => Mods => Outdated => Topic started by: Ykara on February 24, 2015, 04:43:27 PM

Title: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Ykara on February 24, 2015, 04:43:27 PM
yMods - Small Vanilla Enhancements!

I've heard small mods are cool now, so here is my modlist! You may wonder what yMods are, so here is a short description: They are small vanilla friendly mods that fit the vanilla artstyle, game mechanics and everything else that has to do with vanilla. I wanted to improve RimWorld without destroying the vanilla atmosphere. I hope you like my mods, feel free to suggest something, I'm open for ideas!



[A10] Dustrats
Vanilla friendly!




(http://www.fotos-hochladen.net/uploads/screenshot177y5t3wvlog.png)

Download:
Here! (http://www.mediafire.com/download/g81866ylqedg5m9/Dustrats.zip)


As I looked through the outdated mods, I stumbled across some interesting ideas, one of them are the dustrats. So I decided to bring them back to Alpha 10!

Overview:
This mod simply adds a new friendly species of small animals to the game: The dustrats. They are basically boomrats, without the boom. They are the genetically unaltered version of these explosive rodents. I really like the idea, I think it's pretty cool to know where the boomrats come from. You can meet them in the arid shrubland, the temperate forest and the desert. That's it, have fun!

Credits:
lancer447- for the idea!



[A10] Medical Drinks 0.95
Vanilla friendly!




(http://img4.fotos-hochladen.net/uploads/screenshot1316nl8a37m4.png)

Download:
Here! (http://www.mediafire.com/download/r2c8p4nk6l9p4ix/Medical_Drinks_0.95.zip)


I've looked through the releases, but there was no mod that added drugs to cure illnesses - now there is one!
This mod is currently version 0.95 because I want to add some more features to the mod, but I haven't been able get it to work yet because of my non-existent C# skills.

Overview:
This mod adds the ability to brew medical drinks at the brewery. This drinks boost the users immune system (blood filtration) so he gets well again faster than without medication. They don't replace medicine, they support it. That's basically it, it's a very small mod, but I hope you like it!

Credits:
jabbamonkey - for the texture! I have just modified it a bit so it fits the mod better.




[A12] Craftable Guns 1.2
Vanilla friendly!




(http://img4.fotos-hochladen.net/uploads/screenshot15h9yd1xwraq.png)

Download:
Here! (http://www.mediafire.com/download/atif9kfvxrh8n2m/Craftable_Guns_1.21.zip)


Hi guys, I just wanted to post a very small mod I've made for myself, maybe someone could like it.

Overview:
This mod adds the ability to craft guns at the smithing table. I don't use melee weapons very often and it bothered me that I could not craft guns on the smithing bench, so I created this mod. Now you can craft eight guns: Pistol, survival gun, shotgun, PDW, LMG, SMG, assault rifle and the sniper rifle. To craft better weapons you have to do extra research. It's pretty time-consuming to craft a gun, so it should be balanced. That's it, it isn't much but I think it improves the smithing table a lot.

Changelog:
1.21 - 20.6.2015
* Updated to Alpha 11

1.2  -  17.5.2015
*  Weapons now take much longer to craft
*  There are now unfinished guns if you want to take a break
*  Removed some unnecessary RecipeUsers

1.1  -  15.3.2015
*  Added the ability to craft much more weapons
*  Made a research project to unlock better guns
*  Crafting guns now requieres a higher skill level
*  Added RimWorld Launcher support

1.0  -  24.2.2015 
*  Craft pistols, survival guns and PDWs at the smithing table!
Title: Re: [MOD] (Alpha 9) Craftable Guns
Post by: Dragoon on February 24, 2015, 11:27:22 PM
Ill give it a test  ;D
Title: Re: [MOD] (Alpha 9) Craftable Guns
Post by: 10001110 on February 27, 2015, 04:34:01 PM
Why not include late game weapons? Maybe you could make it so crafting those weapons requires research\reverse engineering, once one example has been acquired, and a high crafting skill requirement, maybe add some plasteel requirement. This way we would only be able to craft late game weapons late game, and just as a way to get better quality, because we will be swimming on them soon enough, just most of them will be really bad :)
Title: Re: [MOD] (Alpha 9) Craftable Guns
Post by: Ykara on February 28, 2015, 06:33:19 AM
Quote from: 10001110 on February 27, 2015, 04:34:01 PM
Why not include late game weapons? Maybe you could make it so crafting those weapons requires research\reverse engineering, once one example has been acquired, and a high crafting skill requirement, maybe add some plasteel requirement. This way we would only be able to craft late game weapons late game, and just as a way to get better quality, because we will be swimming on them soon enough, just most of them will be really bad :)
I'll think about it, skill requirements are a good idea. I'm gonna work on this mod when I've finished the big EPOE update.
Title: Re: [MOD] (Alpha 9) Craftable Guns 1.1 (15.03.2015)
Post by: Ykara on March 15, 2015, 10:43:36 AM
Hey guys!
You won't believe it, but I updated this mod! There are now two new research projects to craft better weapons like the LMG or the sniper rifle! That's basically it. I've also added RW Launcher support.
Oh, and better weapons require a higher skill level to craft them.
Title: Re: [MOD] (Alpha 9) Craftable Guns 1.1 (15.03.2015)
Post by: nomedable on March 15, 2015, 12:21:47 PM
Looking at this mod I can't help but wonder, wouldn't the machining bench be a more suitable choice than the smithing table? Seeing as how firearms are composed of many small intricate parts that you can't make by heating metal and hitting it with a hammer, which is "smithing".
Title: Re: [MOD] (Alpha 9) Craftable Guns 1.1 (15.03.2015)
Post by: Ykara on March 15, 2015, 12:28:04 PM
Quote from: nomedable on March 15, 2015, 12:21:47 PM
Looking at this mod I can't help but wonder, wouldn't the machining bench be a more suitable choice than the smithing table? Seeing as how firearms are composed of many small intricate parts that you can't make by heating metal and hitting it with a hammer, which is "smithing".
I think the machining table should only be for mechanoids and that stuff. Also, I wanted to give the smithing table a purpose because I've never even built the table before adding the possibility to craft guns.
Title: Re: [MOD] (Alpha 9) Craftable Guns 1.1 (15.03.2015)
Post by: RemingtonRyder on March 15, 2015, 12:29:49 PM
Hey, just started using the mod today. Is there a way to have the recipes hidden from and then unlocked on more than one smithing bench? Winter Is Here has a clone of the smithing bench, and if I just add it to recipeUsers in the recipeDef, the advanced recipes aren't hidden from it.
Title: Re: [MOD] (Alpha 9) Craftable Guns 1.1 (15.03.2015)
Post by: Ykara on March 15, 2015, 12:37:08 PM
Quote from: MarvinKosh on March 15, 2015, 12:29:49 PM
Hey, just started using the mod today. Is there a way to have the recipes hidden from and then unlocked on more than one smithing bench? Winter Is Here has a clone of the smithing bench, and if I just add it to recipeUsers in the recipeDef, the advanced recipes aren't hidden from it.
I used a dll for hiding the recipes (I've used Orions UnlockResearch.cs as a template). Just modify the assembly a little and it should work for your bench. The recipeUsers in the recipeDef is unnecessary, because the assembly tells the recipes where to appear.
Title: Re: [MOD] (Alpha 9) Craftable Guns 1.1 (15.03.2015)
Post by: RemingtonRyder on March 15, 2015, 02:41:54 PM
Well, I did that. But for whatever reason, it only seems to work on one smithing bench, not the other. So now, they are properly hidden on the kit-based smithing bench, but not on a regular smithing bench.

I think it could be because the method used assumes one recipe, one bench, but I'm guessing here.
Title: Re: [MOD] (Alpha 9) Craftable Guns 1.1 (15.03.2015)
Post by: Adamiks on March 17, 2015, 06:59:40 PM
Ykara i don't know why guns in my game need "work time 8" instead 500. In the def files they need more.

I also create the extra table. I add the texture (new), edited the defs and also "unlockrecipes.cs" but this still don't works. I have problem with research, because guns like pistol works.

Link - https://www.dropbox.com/s/aw7c5pmakj7k1pb/Craftable%20Guns.rar?dl=0

"I used a dll for hiding the recipes" Ok. I open the dll with the "resource hacker" and i see only version info.  What program you use for this?
Title: Re: [MOD] (Alpha 9) Craftable Guns 1.1 (15.03.2015)
Post by: Ykara on March 18, 2015, 11:36:41 AM
Quote from: Adamiks on March 17, 2015, 06:59:40 PM
Ykara i don't know why guns in my game need "work time 8" instead 500. In the def files they need more.

I also create the extra table. I add the texture (new), edited the defs and also "unlockrecipes.cs" but this still don't works. I have problem with research, because guns like pistol works.

Link - https://www.dropbox.com/s/aw7c5pmakj7k1pb/Craftable%20Guns.rar?dl=0

"I used a dll for hiding the recipes" Ok. I open the dll with the "resource hacker" and i see only version info.  What program you use for this?
Open it with ILSpy or just browse the source folder, there is a file called CraftableGuns.sln Just open it with Visual Studio, Sharp Develop or whatever you like and edit the UnlockResearch.cs.
Title: Re: [MOD] (Alpha 9) Craftable Guns 1.1 (15.03.2015)
Post by: Adamiks on March 18, 2015, 12:22:55 PM
I open the dll file with ILspy. I see more files than with the resource hacker, but i cannot edit them in ilspy. In CraftableGuns.sln there is nothing that is important. And i edited UnlockResearch.cs but this dll file is the key. I see the "smithingtable" lines but i cannot edit them.... And i don't wanna install visual studio because this takes like 8gb space.
Title: Re: [MOD] (Alpha 9) Craftable Guns 1.1 (15.03.2015)
Post by: RemingtonRyder on March 18, 2015, 01:32:15 PM
You can use something far more lightweight - check out MonoDevelop (http://www.monodevelop.com/download/).

To actually edit and build a new DLL though you will need a couple of files from the game directory.
Title: Re: [MOD] (Alpha 9) Craftable Guns 1.1 (15.03.2015)
Post by: Adamiks on March 18, 2015, 03:10:44 PM
I think i'm just too stupid for this.... I'm out... Ykara if you wanna have this new bench you will need to edit this dll file for yourself.
Title: Re: [MOD] (Alpha 9) Craftable Guns 1.1 (15.03.2015)
Post by: Stup-krou on March 19, 2015, 10:42:49 AM
I also need 8 work to craft a gun. Aside from that, i didnt notice any bug.
It would be nice to scale the work amount needed for the different tier of weapon. Like basic ones need 300, then tier2 600 and last tier 1000 or whatever. Beeing able to craft a gun in one second is just silly.
And since im not a progammer, coder or any of that stuff, i refuse to edit any sort of game file whatsoever.

Aside from that, i gotta say the mod is just perfect, not OP, well balanced, little research but not too much. Its really something i would have expected to be in vanilla game. Keep up the good work Ykara :)
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: Ykara on March 21, 2015, 07:50:45 AM
Hi guys! I just wanted to say that Craftable Guns has found a new friend! I've just released Medical Drinks, I hope you enjoy!
Oh, and this thread is now a modlist for all small mods I have made and maybe will make!
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: daft73 on March 21, 2015, 11:04:00 AM
Keep 'em coming Ykara, drinking my way to health! Here's to new mods..cheers!
(http://i.imgur.com/f6uVS9p.jpg)
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: dareddevil7 on March 21, 2015, 11:32:31 AM
Quote from: Ykara on March 21, 2015, 07:50:45 AM
Hi guys! I just wanted to say that Craftable Guns has found a new friend! I've just released Medical Drinks, I hope you enjoy!
Oh, and this thread is now a modlist for all small mods I have made and maybe will make!
You should add painkillers to make colonists not go into shock
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: Ykara on March 21, 2015, 01:51:02 PM
Quote from: dareddevil7 on March 21, 2015, 11:32:31 AM
Quote from: Ykara on March 21, 2015, 07:50:45 AM
Hi guys! I just wanted to say that Craftable Guns has found a new friend! I've just released Medical Drinks, I hope you enjoy!
Oh, and this thread is now a modlist for all small mods I have made and maybe will make!
You should add painkillers to make colonists not go into shock

That's a pretty good idea, I'm definitely gonna add painkillers to the next update!
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: dareddevil7 on March 21, 2015, 01:58:27 PM
Quote from: Ykara on March 15, 2015, 12:28:04 PM
Quote from: nomedable on March 15, 2015, 12:21:47 PM
Looking at this mod I can't help but wonder, wouldn't the machining bench be a more suitable choice than the smithing table? Seeing as how firearms are composed of many small intricate parts that you can't make by heating metal and hitting it with a hammer, which is "smithing".
I think the machining table should only be for mechanoids and that stuff. Also, I wanted to give the smithing table a purpose because I've never even built the table before adding the possibility to craft guns.
Add finer things mod's whiskey and make Max Pyane
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: Dr. Z on March 21, 2015, 04:45:28 PM
I just wanted to say that I really appreciate the current wave of vanilla friendly mods that fit in the original game and I hope this will establish in the community.
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: dareddevil7 on March 21, 2015, 07:21:51 PM
Anti-depressants and Ritalin
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: eternalglory on March 21, 2015, 08:48:37 PM
Oh great! I love this idea ;D
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: Ykara on March 22, 2015, 05:19:12 PM
Painkiller are already in the making (maybe even with a "hangover) and anti depressants sound interesting, too. But isn't beer anti depressant enough? ^^
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: Tequilas on March 22, 2015, 05:25:49 PM
Quote from: Ykara on March 21, 2015, 07:50:45 AM
Hi guys! I just wanted to say that Craftable Guns has found a new friend! I've just released Medical Drinks, I hope you enjoy!
Oh, and this thread is now a modlist for all small mods I have made and maybe will make!

Hi there!

Okay, I obviously wasn't here for that, but well played on the update.
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: dareddevil7 on March 22, 2015, 08:49:46 PM
Quote from: Ykara on March 22, 2015, 05:19:12 PM
Painkiller are already in the making (maybe even with a "hangover) and anti depressants sound interesting, too. But isn't beer anti depressant enough? ^^
well beer affects other functions, and they need to drink a lot to get very good thoughts, where anti-depressants would apply a very good thought until too much is taken where it could then cause a mental breakdown when coming off it
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: hentiger on March 22, 2015, 09:26:18 PM
Potions i like it!
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: veryinky on March 22, 2015, 10:32:42 PM
So now that there's a mod to craft vanilla guns, is there a mod to craft vanilla armors; the metal/kevlar helmet and the armor vest? Maybe shield generators too since pirates don't seem to have any trouble having dozens of those. I've searched the forum for an hour and can't find one.
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: dareddevil7 on March 24, 2015, 05:56:26 PM
out of curiosity, how difficult is it to make a consumable apply an effect?
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: Ykara on March 25, 2015, 01:41:33 AM
Quote from: dareddevil7 on March 24, 2015, 05:56:26 PM
out of curiosity, how difficult is it to make a consumable apply an effect?
It's pretty easy, you just need one more line in the thing defs (addsHediff or something like that). I'm currently working on a hangover like effect, that's definitely more difficult to figure out ^^
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: dareddevil7 on March 25, 2015, 03:40:26 PM
Quote from: Ykara on March 25, 2015, 01:41:33 AM
Quote from: dareddevil7 on March 24, 2015, 05:56:26 PM
out of curiosity, how difficult is it to make a consumable apply an effect?
It's pretty easy, you just need one more line in the thing defs (addsHediff or something like that). I'm currently working on a hangover like effect, that's definitely more difficult to figure out ^^
and how hard would it be to make an operation apply gunshot damage to the head area, hopefully a lethal shot to the brain, and also would anyone else find it funny if i changed the euthanasia label to Youthanasia?
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: dareddevil7 on April 08, 2015, 07:12:36 PM
hows progress?
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: Ykara on April 09, 2015, 01:34:58 AM
Quote from: dareddevil7 on April 08, 2015, 07:12:36 PM
hows progress?
Well, painkillers are pretty much finished. The texture is ready, the sound is ready and the code is completed. I just have some problems with the hangover effect. I stopped working on this mod because of EPOE, but it seems like I can't do the things I wanted to do for the new update. So I guess I'll start working on yMods  again. The update will be ready in a week or so, if I don't find other problems.
Title: Re: [MODLIST] (Alpha 9) yMods - Small Vanilla Enhancements!
Post by: dareddevil7 on April 15, 2015, 08:02:58 PM
new joy system, booze gives chemical joy
Title: Re: [MODLIST] (Alpha 10) yMods - Small Vanilla Enhancements!
Post by: Ykara on April 25, 2015, 05:22:14 AM
I wanted to update the yMods to alpha 10, but I noticed that Craftable Guns doesn't need to be updated, it works just fine! Medical Drinks will work for alpha 10 too, soonTM.
Title: Re: [MODLIST] (Alpha 10) yMods - Small Vanilla Enhancements!
Post by: RemingtonRyder on April 30, 2015, 09:18:26 AM
By the way, I eventually figured out why I couldn't add a recipe to more than one bench at a time - like you said, I needed to modify it a bit. By default a new list of RecipeUsers is created for the given recipe, what I needed to do was add another RecipeUser to that new list. I swear, I must have been half-asleep when I looked at the code the first time. :P
Title: Re: [MODLIST] (Alpha 10) yMods - Small Vanilla Enhancements!
Post by: Ninefinger on April 30, 2015, 09:27:12 AM
Love the mod Ykara, thanks for the updated medical drinks!
Title: Re: [MODLIST] (Alpha 10) yMods - Small Vanilla Enhancements!
Post by: Ykara on April 30, 2015, 01:46:38 PM
I've uploaded a new, updated version of Medical Drinks! It now works properly for alpha 10, so keep drinking your medicine!
Title: Re: [MODLIST] (Alpha 10) yMods - Small Vanilla Enhancements!
Post by: Ninefinger on April 30, 2015, 02:18:34 PM
Quote from: Ykara on April 30, 2015, 01:46:38 PM
I've uploaded a new, updated version of Medical Drinks! It now works properly for alpha 10, so keep drinking your medicine!

Awesome, really hope to see this mod stay updated as the alphas progress.   :)
Title: Re: [MODLIST] (Alpha 10) yMods - Dustrats added!
Post by: Ykara on May 02, 2015, 06:10:42 PM
Hi guys, I just wanted to tell you that I've uploaded a new mod - Dustrats!
It adds the genetically unaltered version of the boomrats to the game, I hope you like it!
You can download the mod on the main post! Tell me what you think about these little cute rodents!
Title: Re: [MODLIST] (Alpha 10) yMods - Dustrats added!
Post by: Latta on May 03, 2015, 11:19:13 AM
I think guns should take much longer to finish. Even pistols, using unfinished weapon.
Title: Re: [MODLIST] (Alpha 10) yMods - Dustrats added!
Post by: No on May 05, 2015, 12:36:59 PM
Great vanilla-friendly mods, thank you. It's quite rare to find mods like thees, that feels like an actual official part of the game.

CraftGuns lacks that type of feeling in a way though, it requires some balancing in my opinion. No offence, but having 9 work amount to craft a sniper rifle is a little bit silly. It takes 8 work amount to make... a fine meal. If you want to make yourself a hat, it will take you 25 work to do. Even if you look at other recipes in stone cutting table like spear, you can notice that it takes 417 of work to craft. ...And you have a sniper rifle for 9 work right next to it. Feels a little bit unrealistic if you ask me.

Good job anyway, keep it up like that, it just require a little bit of polishing.

Upd: About the medical drinks. Stockpilewise they are listed in the 'Resourses > Foods > Meals' intead of 'R. > Manufactured > Medicine'.
Title: Re: [MODLIST] (Alpha 10) yMods - Dustrats added!
Post by: Ykara on May 05, 2015, 01:28:38 PM
Thanks for your feedback, I'll rebalance Craftable Guns. I think I'll do unfinished weapons, so it takes maybe twice as long as crafting a knife. And I'll fix Medical Drinks, thanks for reporting!
And since nobody has posted anything about the dustrats, I assume they're working fine ^^
Title: Re: [MODLIST] (Alpha 10) yMods - Dustrats added!
Post by: Latta on May 05, 2015, 01:41:13 PM
Well that... Sadly as I'm using Marvin's Hot & Cold, I couldn't test that one.
Title: Re: [MODLIST] (Alpha 10) yMods - Craftable Guns updated!
Post by: Ykara on May 17, 2015, 07:40:24 AM
Heyo! I've just updated Craftable Guns, it now uses unfinished items so the guns take much longer to craft than they used to! I hope it's now balanced enough, enjoy!
Title: Re: [MODLIST] (Alpha 10) yMods - Craftable Guns updated!
Post by: Dr. Z on May 25, 2015, 05:41:07 AM
According to the dust rats: There was a mod called Rimrats which basically added the same animals (unmodified Boomrats), except for that these animals would occasionally attack things that transmits power which was a cool feature and a nice threat, maybe you could add this to your mod?
Title: Re: [MODLIST] (Alpha 10) yMods - Craftable Guns updated!
Post by: HimochiIsAwesome on June 13, 2015, 01:05:28 PM
I've started using the Craftable Guns and they fit really well. It definitely feels like something that would be vanilla.

The only problem I have with it is that the unfinished guns don't seem to have a texture? So it's showing a neon cross marker instead. It's not causing any issues, it's just a little jarring is all. :(

First post, wahey!
Title: Re: [MODLIST] (Alpha 10) yMods - Craftable Guns updated!
Post by: Ykara on June 13, 2015, 01:10:05 PM
Quote from: HimochiIsAwesome on June 13, 2015, 01:05:28 PM
I've started using the Craftable Guns and they fit really well. It definitely feels like something that would be vanilla.

The only problem I have with it is that the unfinished guns don't seem to have a texture? So it's showing a neon cross marker instead. It's not causing any issues, it's just a little jarring is all. :(

First post, wahey!
Do you have alpha 11? The texture defs got changed and the mods aren't updated yet. But don't worry, I'll update them soon.
Title: Re: [MODLIST] (Alpha 10) yMods - Craftable Guns updated!
Post by: HimochiIsAwesome on June 13, 2015, 01:17:38 PM
Quote from: Ykara on June 13, 2015, 01:10:05 PM
Do you have alpha 11? The texture defs got changed and the mods aren't updated yet. But don't worry, I'll update them soon.
Oh, that makes sense. :O I'm not too good with mods so these things aren't too obvious to me haha. Either way it's still playable so I can make do 'til you update. :D
Title: Re: [MODLIST] (Alpha 10) yMods - Craftable Guns updated!
Post by: General_Cool on June 20, 2015, 11:17:52 AM
When will these mods be updated to Alpha 11? (especially craftable guns)
Title: Re: [MODLIST] (Alpha 10) yMods - Craftable Guns updated!
Post by: Drone on June 20, 2015, 03:14:17 PM
Yeah, Craftable guns being updated would be hella good. Nothing like trying to take down a crashed ship part using nothing but SMGs and pistols because the combat traders stocked nothing but trash or guns so expensive I can't afford them.
Title: Re: [MODLIST] (Alpha 10/11) yMods - Craftable Guns updated!
Post by: Ykara on June 20, 2015, 05:18:00 PM
Here you are guys, Craftable Guns is now fully compatible with Alpha 11! Just download it from the main post and have fun!
Title: Re: [MODLIST] (Alpha 10/11) yMods - Craftable Guns updated!
Post by: LanMc on June 20, 2015, 09:47:40 PM
Um, not to be demanding or anything...  But what about Medical Drinks? 

I would love an Alpha 11 of them... 

Please?

Thank yous!
Title: Re: [MODLIST] (Alpha 10/11) yMods - Craftable Guns updated!
Post by: demacrex on June 21, 2015, 03:23:55 AM
I have a question Ykara, how would I go about being able to craft rimfire guns with the craftable weapons mod? :)
Edit: I gather I'd have to edit files but I'm hoping it's as simple as copy paste and type this in hahah
Title: Re: [MODLIST] (Alpha 10/11) yMods - Craftable Guns updated!
Post by: Loki88 on June 21, 2015, 08:06:14 AM
Quote from: demacrex on June 21, 2015, 03:23:55 AM
I have a question Ykara, how would I go about being able to craft rimfire guns with the craftable weapons mod? :)
Edit: I gather I'd have to edit files but I'm hoping it's as simple as copy paste and type this in hahah

+1
Title: Re: [MODLIST] (Alpha 10/11) yMods - Craftable Guns updated!
Post by: knives49 on June 21, 2015, 01:03:15 PM
thanks for the mod!!
FR trad for this mod :)



[attachment deleted due to age]
Title: Re: [MODLIST] (Alpha 10/11) yMods - Craftable Guns updated!
Post by: Ykara on June 24, 2015, 02:38:08 PM
Quote from: knives49 on June 21, 2015, 01:03:15 PM
thanks for the mod!!
FR trad for this mod :)
Wow, great! It will be in the next version of the mod, thank you very much!
Title: Re: [A10/11] [MODLIST] yMods - Craftable Guns updated!
Post by: Lonely Rogue on July 05, 2015, 12:15:22 AM
How goes it for alpha 11 b?
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Ykara on August 23, 2015, 01:10:52 PM
I've tested Craftable Guns and it works fine for alpha 12. Just wanted to tell you ^^
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: ThreeMartiniLaunch on August 24, 2015, 07:08:24 PM
I would like to express my appreciation for this mod and its timely update to the latest version.
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: venoshock on September 05, 2015, 02:18:05 AM
hey Ykara great mod any chance you could explain how i can integrate the weapon crafting mod with rimsenals weapons?
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Beathrus on September 17, 2015, 12:24:26 PM
Hey, Sorry about this. I have trouble with MediaFire, I was wondering if someone could maybe upload to another File hosting thing? Maybe Dropbox or some such. x.x Please?
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Ykara on September 18, 2015, 02:21:56 PM
Enjoy ^^ (https://onedrive.live.com/redir?resid=7FD475A44A296511!69332&authkey=!AC_cR_3cXJiZxJI&ithint=folder%2czip)
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Beathrus on September 18, 2015, 02:25:39 PM
Quote from: Ykara on September 18, 2015, 02:21:56 PM
Enjoy ^^ (https://onedrive.live.com/redir?resid=7FD475A44A296511!69332&authkey=!AC_cR_3cXJiZxJI&ithint=folder%2czip)

Thanks!
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: vhxh2588 on September 22, 2015, 08:42:41 AM
My pet die when try to drink Medical Water D: . And stupid ppl keep take Medical to trainning him D:
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Ykara on September 22, 2015, 09:38:36 AM
Quote from: vhxh2588 on September 22, 2015, 08:42:41 AM
My pet die when try to drink Medical Water D: . And stupid ppl keep take Medical to trainning him D:
Haha, that's actually quite funny ^^ Maybe it's just for humans, have you read the package insert?
This mod is not fully compatible with A12, you shouldn't use it till I find time to update it, it's interesting that it doesn't crash the game ^^
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Nematrec on November 10, 2015, 11:12:06 AM
Would I need to start a new colony for the crafted guns? Cause the guns aren't being crafted after adding the bill and they don't let me "prioritize crafting" them

Edit: Found my Problem. I set the required skill above the highest one of my colonists had.
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Haze2 on November 10, 2015, 11:32:42 AM
Quote from: Ykara
This mod is not fully compatible with A12, you shouldn't use it till I find time to update it, it's interesting that it doesn't crash the game ^^
/quote]

Well... Today I have found that it actually crashes a12d. When one of my pawns creates drink (displayed ad a red square with X symbol) and puts it on the floor, GUI diappears and mouse becomes inactive, just as ESC and other keys. Screen can be moved and time goes on, though.
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Ungrateful on December 03, 2015, 12:20:18 AM
So is your mod compatible with rimfire weapons and if not... do you know of any patches that would make it compatible?

Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Mechanoid Hivemind on December 12, 2015, 09:45:39 PM
Quote from: Ungrateful on December 03, 2015, 12:20:18 AM
So is your mod compatible with rimfire weapons and if not... do you know of any patches that would make it compatible?
will the craft guns work with the CR?
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Ykara on December 13, 2015, 05:10:14 PM
It should, just try it. Of course you can't craft newly added guns with it, but as far as I know there shouldn't be any compatibility issues.
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: ffodivx on December 17, 2015, 01:00:47 PM
Hi there. I did small fix on Medical Drinks for A12 (V 0.12.914 rev777). Make it not crash the game/UI still in place/Texture is visible in the game. Just a naming issue. Please find patched files here: https://www.dropbox.com/s/qkx2h8e893v4rx1/MedicalDrink.zip?dl=0 (https://www.dropbox.com/s/qkx2h8e893v4rx1/MedicalDrink.zip?dl=0)
It is not a full mod zip, just files.

BR
/F
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Ykara on December 27, 2015, 09:26:44 AM
Quote from: ffodivx on December 17, 2015, 01:00:47 PM
Hi there. I did small fix on Medical Drinks for A12 (V 0.12.914 rev777). Make it not crash the game/UI still in place/Texture is visible in the game. Just a naming issue. Please find patched files here: https://www.dropbox.com/s/qkx2h8e893v4rx1/MedicalDrink.zip?dl=0 (https://www.dropbox.com/s/qkx2h8e893v4rx1/MedicalDrink.zip?dl=0)
It is not a full mod zip, just files.

BR
/F
Great, I've just noticed it, sorry for the late response! I'm gonna look into the code and maybe I'll release an "official" alpha 12 update based on yours, if there's demand (and if you allow, of course) ^^
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Warforyou on December 27, 2015, 11:49:43 AM
Quote from: Ykara on December 27, 2015, 09:26:44 AM
Great, I've just noticed it, sorry for the late response! I'm gonna look into the code and maybe I'll release an "official" alpha 12 update based on yours, if there's demand (and if you allow, of course) ^^
Sure there is!  :D
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Sens on December 30, 2015, 01:41:41 PM
The craftable guns are very cool adition to the core game, the time it takes to craft one is super high and doesnt feel like changing the core gameplay in any way, actually often feels like its better to craft other stuff instead, but having an option to do it alone is awesome. Thank you verry much, will be a mod i will keep using permanently :)
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Alakazor on February 07, 2016, 07:31:20 AM
Dustrats mod someway conflict with Prepare carefully mod.
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: catter on February 12, 2016, 07:33:12 PM
Ok, so question...

I would like one of your mods, specifically the gun crafting mod, and I only have A10 and I can't get a new version for technical and economic reasons.  :o

Can I please have it in A10 not A12?
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: ThreeMartiniLaunch on April 08, 2016, 08:35:31 PM
Is this mod gonna make it to A13?
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Malacai on July 19, 2016, 05:26:15 PM
I would like to see the Dustrat mod in A14, since the Boomrat texture got changed. I miss those little critters
Title: Re: [A10/12] [MODLIST] yMods - Craftable Guns updated!
Post by: Haze2 on August 28, 2016, 05:34:10 AM
Quote from: ffodivx on December 17, 2015, 01:00:47 PM
Hi there. I did small fix on Medical Drinks for A12 (V 0.12.914 rev777).

It fixed problem in my A12d.