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RimWorld => Releases => Mods => Outdated => Topic started by: Vas on June 30, 2015, 04:35:17 AM

Title: [A12/13] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc!(Updated: 5/02/16)
Post by: Vas on June 30, 2015, 04:35:17 AM
This is the great pack of mods I make and maintain sometimes with the help of other modders!  In accordance with the modding rules (https://ludeon.com/forums/index.php?topic=10561.0), I will list a specific permission below each mod here and in the document.  To view detailed information on a mod, click the google document link listed for each mod.

---------- NOTICE ---------- NOTICE ---------- NOTICE ---------- NOTICE ---------- NOTICE ----------
After a long break from the game, it will take some time to figure out what needs updating, and if I should bother to update anything.

Another issue of updating mods in this game, is I have to find someone who can write the DLLs for me as I can not.  Most of the people here who do DLL work, are busy with their own thing and I don't like pestering them constantly till my mods are updated every version change.  When I do eventually come back, it will be difficult for me to get back into modding for the game because I will have to figure out how much has changed and whatnot so its hard for me to want to come back right now, especially considering the only droid mod I liked is dead (MD2 Droids) and several other mods I like are permanently gone, mods I considered required for me to play.
---------- NOTICE ---------- NOTICE ---------- NOTICE ---------- NOTICE ---------- NOTICE ----------



Population Events (Updated 5/02/16)[/color] v1.2 (A13)
Full Information & Downloads: https://docs.google.com/document/d/1_sqiA_zqh6Njqw-YsqNCVzyzVhJytn7w1aI47135qqg/
Short Description: This mod makes all events that are based on population trigger regardless of population.
Modpacks? : Sure, why not.
Derivatives? : Sure, why not.

Difficulties (Updated 5/02/16)[/color] v1.0 (A13)
Full Information & Downloads: https://docs.google.com/document/d/1I-a7QkBK2z0gQ_SoNDNRAv4UlEsQ0k_Uu3GYu_P-Qq4/
Short Description: This mod adds several new difficulty options to the game.
Modpacks? : Sure, why not.
Derivatives? : Sure, why not.

Map Generator Changes (Updated 7/25/15) v1.0 (A12)
Replaced by: http://steamcommunity.com/sharedfiles/filedetails/?id=920550053

Conduit Explosion Nullifier (Updated 5/02/16) v1.2 (A13)
Replaced by: http://steamcommunity.com/sharedfiles/filedetails/?id=728314182

Hydroponics + (Updated 5/02/16) v1.9 (A13)
Superseded by: https://steamcommunity.com/sharedfiles/filedetails/?id=1539311500
Plans: Might make a new type of hydroponics mod later on.

New lights (Updated 12/02/15) v1.1 (A12)
Full Information & Downloads: https://docs.google.com/document/d/1ozH_eHKEr6dtiUrEjducM9So80v8M4ATPdpUiq-yGPE/
Short Description: Retextures lights, adds fluorescent & LED lights, lights have life spans and break, lights produce heat, lights have sensors, much has changed in the world of lights!
Contributors: Mrofa (https://ludeon.com/forums/index.php?action=profile;u=2507),
Requires: CCL Core (http://tinyurl.com/pd78ovl) (https://ludeon.com/forums/index.php?topic=16599.0),
Modpacks? : Please ask first.
Derivatives? : Please ask first.

ED Shield Addon (Updated 1/26/16) v1.1 (A12)
Title: Re: [A11] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 7/25/15)
Post by: Dave-In-Texas on August 22, 2015, 04:36:38 PM
I experienced no problems with modular hydroponics with a12 so far.  of course all i've done so far is create a world and a colony, but no errors :)
Title: Re: [A11] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 7/25/15)
Post by: Flubberj on August 28, 2015, 12:31:50 AM
Do you know when your map gen changes will come out for A12? I'm waiting to update for a couple mods and this is most definitely among them.
Title: Re: [A11] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 7/25/15)
Post by: AHare on August 28, 2015, 11:24:46 AM
Would it be possible to add a copy+paste function to the modular hydroponics? Changing a few dozen plant types one at a time is...not fun.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 7/25/15)
Post by: Loki88 on October 27, 2015, 01:03:03 PM
I don't know how keen you are on using CCL, but there's a hydroponics doohicky in there that allows you to either change all basins touching the one you have selected to what its growing, or change all basins in that room to grow the same thing
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 7/25/15)
Post by: Vas on October 29, 2015, 11:33:23 AM
I have now updated Hydroponics to 1.6, with some new changes.  Take a look at it's post, quickly go to it via this link (https://ludeon.com/forums/index.php?topic=14192.msg147792#msg147792).

I am attempting to add some new features to my lights mod before I update it so stay tuned.

Loki88, Hydroponics now uses CCL and a DLL mfofa made.
AHare, it is now possible, sorta.  Check it out and see, in 1.6 that is.
FlubberJ, these map gens all work for A12, I did not need to update anything.

For those who like my mods; I am no longer on a stable internet service.  I am now connected via my phone through a tether app.  So I have issues loading pages and staying connected so I can't always be around to update everything quickly, and you will have to be patient.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 10/29/15)
Post by: Minnigin on October 31, 2015, 08:23:29 AM
update shields please  ;)
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 10/29/15)
Post by: Vas on November 04, 2015, 04:29:27 PM
Light mod has been updated with many new features.  Sensors, lights that burn out, new textures, enjoy!  Lemme know what you think.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 11/04/15)
Post by: eepybird on November 14, 2015, 01:06:14 AM
Having a few issues with getting 2 of your mods loaded on A12 v0.12.914, Modular Hydroponics and New Lights. Currently if i load New Lights after Modular Hydroponics i can start a new colony but the new light disappear the moment they are constructed while the hydroponics seems to work fine. If i reverse the load order of the mods (New Lights then Modular Hydroponics) i can generate a seed but the game crashes if i try to create a new colony. Current overall load order is:  Core,CCL,CCL-Vanilla Tweaks,Vas's Map Spawn Changes(No Ruins or Shrines),Vas's Conduit Explosion Nullifier,Vas's Lighting,Vas's Hydroponics Set. I know the lighting and hydroponics mods may have bugs with CCL-Vanilla Tweaks but i figured id report it anyway.

Sorry for the long post.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 11/04/15)
Post by: Vas on December 02, 2015, 07:20:34 AM
Lights and Hydroponics have been updated to remove the conflict they had with each other.  The DLLs were over writing the other.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: toric on December 04, 2015, 02:03:02 AM
would you be able to put your 24/7 growth period as a standalone mod? thats the only part of the hydroponics mod i really want.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: Vas on December 04, 2015, 07:42:40 AM
I believe someone else already has this, not sure.  I wanted my own version in my mod.  Really though, I dunno why you'd rather use game default hydroponics.  :P  Mine have been tested and balanced and such.

I'm even thinking of making a plant pot type thing that lets you plant stuff indoors without using any power so that solar flares have no effect on your crops.

I think it's the ED mods that have it, not sure.  Been a long time since I played, I merely only updated my mods.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: toric on December 04, 2015, 03:23:59 PM
Quote from: Vas on December 04, 2015, 07:42:40 AM
I believe someone else already has this, not sure.  I wanted my own version in my mod.  Really though, I dunno why you'd rather use game default hydroponics.  :P  Mine have been tested and balanced and such.

I'm even thinking of making a plant pot type thing that lets you plant stuff indoors without using any power so that solar flares have no effect on your crops.

I think it's the ED mods that have it, not sure.  Been a long time since I played, I merely only updated my mods.

there is another one, but it only works on a few crops. as for why i dont want to use yours, I'm not a fan of the clutter it introduces int eh build menu from all the different builds. i am content with my hydroponics. (although it would be nice if they did not need sun lamps, you would think that they would have built in lamps, but i can't find the mod that does that.)
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: PickleSurprise on December 05, 2015, 08:47:57 PM
I recently expanded my Hydroponics from about 160'ish tier 5's to 463 and I've seen random plants dying for no apparent reason. Temperature is a steady 16c have 10k in reserve power(Active grid, not batteries), not affected by blight.

The plants aren't taking any damage, they simply disappear.

My first guess is that I've simply made too many and the game can't keep up?

My second is one of the mods is causing some conflict but the debug menu hasn't come up. Only plant based mods I have are ED's Omni-gel and ED's 24 hour plants.

EDIT: Removed 100 of them and things seem to have leveled out.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: harpo99999 on December 06, 2015, 05:44:15 AM
it might be that the plants are dieing from old age, you might need more growers/harvesters
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: PickleSurprise on December 07, 2015, 07:26:41 PM
Quote from: harpo99999 on December 06, 2015, 05:44:15 AM
it might be that the plants are dieing from old age, you might need more growers/harvesters

None of the plants that were disappearing were even fully grown yet. I want to say I remember them being around 20-30%.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: Vas on December 09, 2015, 05:57:57 PM
Quote from: toric on December 04, 2015, 03:23:59 PMthere is another one, but it only works on a few crops. as for why i dont want to use yours, I'm not a fan of the clutter it introduces int eh build menu from all the different builds.
Mine uses a different category that I hope to make a main for anything that uses Hydroponics in any other mod.  So it doesn't add all the stuff into one of your pre-existing menus.

Quote from: PickleSurprise on December 05, 2015, 08:47:57 PM
I recently expanded my Hydroponics from about 160'ish tier 5's to 463 and I've seen random plants dying for no apparent reason.
Only plant based mods I have are ED's Omni-gel and ED's 24 hour plants.
They may be dying of old age, plants do that if not harvested a certain amount of time after fully grown.  They may reach this time much faster in the Tier 5 as well.
Also, ED 24 hour may conflict with my mod, it is not needed.  My mod makes all plants on the entire map, anything that is a plant, grow 24/7.  Grass, flowers, weeds, everything.
Try taking out ED's 24 hour ticker though and see if that helps.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: Plasmatic on January 14, 2016, 04:06:13 PM
So, looking at the posting dates and this might be a dead thread, but I recently came across this mod.. But I'm having some issues..

Mainly that the stat card for the shield is showing up like: http://imgur.com/8rPP6Sl.. so I really can't see anything of what I need to see..

I'm assuming (after looking at the post dates) that the mod is just out of date.. Is it an easy fix? or am I better off finding another mod?

Any help would be greatly appreciated :)
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: hoochy on January 15, 2016, 12:29:42 AM
Crops shouldn't die instantly from power failure anyhow. Plants live for days without sunlight and water and can be revived if not too damaged. I know its a game mechanic but it makes gardening inside on hydroponics too iffy. Hydroponics in the base game is too nerfed, in real life hydroponics is often 2-10x more efficient than normal growing, depending upon the plant.

If hydroponics needed more than electricity, like nutrients, maybe it could balance out the fact it is 10x more efficient. Growing "green crops" for nutrients adds another cool element. Being able to turn plants into fertilizer/nutrients and such would be cool. Thanks for the mod.
Title: Re: Modular Hydroponics (A12) | Better Lights (A12)
Post by: LittleGreenStone on January 16, 2016, 11:11:08 PM
Quote from: Vas on July 03, 2015, 04:34:40 PM
Modular Hydroponics: Update 1.7 (12/02/15) (A12)
This mod lets you place a 1x1 sized hydroponic set with 4 levels of upgrades, each using different amounts of power and construction materials.  There are also 4 medium hydroponics basins and 4 large, to prevent large amounts of having to click to change plant growth stuff.  Some hydroponics basins come with their own lights, some don't.  Please let me know how well you think it is balanced.  Currently, there are still mask issues, I can't get the masks to work (masks on modular hydros only, for now).
Update 1.6:
I have added support for CCL (https://ludeon.com/forums/index.php?topic=16599.0), you will need to install CCL core (https://ludeon.com/forums/index.php?topic=16599.0) and have it activated BEFORE the Hydroponics mod.
I have added a Tier 5 1x1 Hydroponics basin.
All plants on the map, including grass, now grow 24/7 given sufficient lighting thanks to mrofa (https://ludeon.com/forums/index.php?action=profile;u=2507).  If you have a plant you want to be made compatible with this mod's always grow method, change it's thingClass to "Vas_Project.VasPlants" and have it activate AFTER this mod.
Lastly, I have completely fixed the mask issue I had, all bins now have a proper mask to use the Stuff system.
Update 1.7:
Conflict with New Lights resolved.
Dropbox Downloads: Download (https://dl.dropboxusercontent.com/u/30270697/rimworld/Vas%27s%20Hydroponics.zip) {3.30 MB (3,470,586 bytes)}
Preview: -OutofDate Screen- (https://dl.dropbox.com/u/30270697/rimworld/Hydroponics.png) (More when mask is fixed)
Mod Requirements: CCL Core (https://ludeon.com/forums/index.php?topic=16599.0)
Mod Incompatibility: May conflict with "CCL Vanilla Tweaks"
Mod Compatibility: All?

Powered By
(http://tinyurl.com/pd78ovl) (https://ludeon.com/forums/index.php?topic=16599.0)

IF you could/would;
Multiple/modular hydroponics have been a problem since forever, there are people who attempted to resolve this, e.g. mrofa who (supposedly, haven't tried it just yet) made it possible to change multiple hydroponics' sow tag, or Rikiki, who made it possible to change every hydroponics' sow tag in the same room.

I'll try this mod as this is kinda what I was looking for.
To be precise, I was/am looking for an easy-to-use modular hydroponics stand-alone mod. Preferably with integrated lamps.
Yours has two of the three things I'm looking for, I'll make do with it,
but anyway,
I think it'd be a hit if you could implement a similar feature, as people tend to appreciate such freedom as well as simplicity.  ;D
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: Vas on January 21, 2016, 02:55:35 AM
Quote from: Plasmatic on January 14, 2016, 04:06:13 PMMainly that the stat card for the shield is showing up like: http://imgur.com/8rPP6Sl.. so I really can't see anything of what I need to see..
I'm assuming (after looking at the post dates) that the mod is just out of date.. Is it an easy fix? or am I better off finding another mod?

I have issues connecting to the internet and stuff, but I'm still around somewhat.  I haven't updated the shield mod yet.  Read the post, it shows that it is still an A11 mod.  It takes much more time updating that mod than it does the others that I have.  I left it there though because I may update it in the near future.  Depending on when I hear A13 may come out.  I may update prior to that, or may wait, I dunno yet.  Mod making in this particular game, is rather tiresome and stuff.

Quote from: hoochy on January 15, 2016, 12:29:42 AM
Crops shouldn't die instantly from power failure anyhow.
I am unsure how I can change this easily, because it would conflict with a lot of things really.  I thought about it, and I agree that power outage killing plants sucks.  I just don't know how to particularly change it without causing other issues that I had thought of in the past that I'm too tired to remember right now.  If I find a way, I'll certainly be doing it.  They are "nerfed" because the game is already too easy.  Its extremely easy to survive forever if you have hydroponics because you're growing food inside where it's safe.

Quote from: LittleGreenStone on January 16, 2016, 11:11:08 PM
IF you could/would;
Multiple/modular hydroponics have been a problem since forever, there are people who attempted to resolve this, e.g. mrofa who (supposedly, haven't tried it just yet) made it possible to change multiple hydroponics' sow tag, or Rikiki, who made it possible to change every hydroponics' sow tag in the same room.

I'll try this mod as this is kinda what I was looking for.
To be precise, I was/am looking for an easy-to-use modular hydroponics stand-alone mod. Preferably with integrated lamps.
Yours has two of the three things I'm looking for, I'll make do with it,
but anyway,
I think it'd be a hit if you could implement a similar feature, as people tend to appreciate such freedom as well as simplicity.  ;D

I'm not sure what you mean.  What's my mod lacking?
You can change all touching hydroponics to have the same sow tag already.  Just click on one and click the correct button.
Some of my more advanced hydroponics basins come with lights included, but not all.  Some are just cheap piles of dirt inside a box.  That's the point though.
What's the third thing?
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: LittleGreenStone on January 21, 2016, 05:55:06 AM
Quote from: Vas on January 21, 2016, 02:55:35 AM
I'm not sure what you mean.  What's my mod lacking?
You can change all touching hydroponics to have the same sow tag already.  Just click on one and click the correct button.
Some of my more advanced hydroponics basins come with lights included, but not all.  Some are just cheap piles of dirt inside a box.  That's the point though.
What's the third thing?

Quote from: Vas on January 21, 2016, 02:55:35 AMYou can change all touching hydroponics to have the same sow tag already.

Quote from: Vas on January 21, 2016, 02:55:35 AMYou can change all touching hydroponics to have the same sow tag already.

Quote from: Vas on January 21, 2016, 02:55:35 AM
You can change all touching hydroponics to have the same sow tag already.

But...but...
...I can't?  :(

Okay then; mod conflict report; for some reason, I can't. I don't see the "correct button".
I have Rikiki's though, but that goes for the whole room.
No errors popped up either.

I'll try removing mods one-by-one to see which causes it.
...Once I gather the necessary mental strength to do so.

Mods:
Core,
Community Core Library,
EdBPrepareCarefully,
EdBModOrder,
MD2Base-12.0.1,
MD2Storage-12.0.0,
MD2Industry-12.0.0,
MD2Power-12.0.0,
M&Co. Common,
M&Co. MMS,
M&Co. MiningHelmet,
LT_DoorMat,
LT_Soiling, ModularSolarsNoBar1.10,
VeinMiner,
Vas's Conduit Explosion Nullifier,
Vas's Hydroponics,
Vas's Lighting,
RW_Manager-A12d.2b,
Rimsenal_hair,
MedievalShields-MedievalShields1.4,
Warhammer40kWeaponsV8,
BeanTekRefrigeratedFoodStorage,
RecycleApparel, Hospitality,
Darkness,
LED Lights 1.3,
Craftable Medicines,
FloorLights,
CaveworldFlora,
FishIndustry,
HydroponicRoom,
kNumbers-0.3-A12d,
MAI,
MAI_Xtension,
Miscellaneous_HiRes,
Miscellaneous_TrainingFacility,
CombatRealism,
CombatRealism Defence,
ED-Core,
LT_ASA,
LT_ADogSaid,
LT_RimEffect,
ED-Shields,
ED-PersonalAnimalShields,
ED-PersonalNanoShields,
ED-LaserDrill,
ED-Plants_24H,
ED-Stargate,
ED-CombatRealismCompatibility,
LT_RedistHeat,
LT_RimEffect,
Mad Skills,
Zombie Apocalypse_SK,
ExpandedProsthetics&OrganEngineering,
CombatRealism EPOE



My mistake then, your hydroponics have all 3 things I wanted it to have.
E.: The three things I was looking for were:
1) Modularity,
2) Simplicity (as in my not-working one-button-sowtag-change thing)
3) Integrated lights.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: Ectoplasm on January 21, 2016, 09:22:02 AM
Regarding your Map Generator mod, and a question in how maps are generated.. Is it possible to generate maps with solid mountains? So that hidden cave systems are removed or their chance of spawning massively reduced?

Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: Vas on January 23, 2016, 10:35:52 PM
Quote from: LittleGreenStone on January 21, 2016, 05:55:06 AM
Quote from: Vas on January 21, 2016, 02:55:35 AM
Okay then; mod conflict report; for some reason, I can't. I don't see the "correct button".
I have Rikiki's though, but that goes for the whole room.

My mistake then, your hydroponics have all 3 things I wanted it to have.
E.: The three things I was looking for were:
1) Modularity,
2) Simplicity (as in my not-working one-button-sowtag-change thing)
3) Integrated lights.

Remove ED-Plants_24H, it does the same thing my mod does for the plants, and may overwrite and cause conflicts with my mod.
Same for the other mod you have which you mentioned, I'm not sure which one it is though as I've never seen it.  I'm sure it uses CCL's method too but if it only adds a button to hydroponics basins, mine already does that.
Quote from: Ectoplasm on January 21, 2016, 09:22:02 AM
Regarding your Map Generator mod, and a question in how maps are generated.. Is it possible to generate maps with solid mountains? So that hidden cave systems are removed or their chance of spawning massively reduced?

I wish, I hate those random caves that expose the sky.  :P  They make no sense after all.  I'll see if I can find a way, but I doubt it right now.  I believe I saw a mod somewhere that lets you scan mountains to see the pockets inside though.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: LittleGreenStone on January 24, 2016, 01:25:21 AM

Quote from: LittleGreenStone on January 21, 2016, 05:55:06 AM
Quote from: Vas on January 21, 2016, 02:55:35 AM
Okay then; mod conflict report; for some reason, I can't. I don't see the "correct button".
I have Rikiki's though, but that goes for the whole room.

My mistake then, your hydroponics have all 3 things I wanted it to have.
E.: The three things I was looking for were:
1) Modularity,
2) Simplicity (as in my not-working one-button-sowtag-change thing)
3) Integrated lights.

Remove ED-Plants_24H, it does the same thing my mod does for the plants, and may overwrite and cause conflicts with my mod.
Same for the other mod you have which you mentioned, I'm not sure which one it is though as I've never seen it.  I'm sure it uses CCL's method too but if it only adds a button to hydroponics basins, mine already does that.

Not sure what the "other mod" you mentioned I mentioned is.
Anyway, I've changed the mod order, removed a few, made a new world & colony,
and now it's majestic asF. ;D
Exactly what I was looking for, I love it!

Thank you!
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: Ectoplasm on January 24, 2016, 11:01:39 AM
Regarding your Map Generator mod, and a question in how maps are generated.. Is it possible to generate maps with solid mountains? So that hidden cave systems are removed or their chance of spawning massively reduced?

Quote from: Vas on January 23, 2016, 10:35:52 PM
I wish, I hate those random caves that expose the sky.  :P  They make no sense after all.  I'll see if I can find a way, but I doubt it right now.  I believe I saw a mod somewhere that lets you scan mountains to see the pockets inside though.

Rikiki has a scanner mod which shows the locations of ore. https://ludeon.com/forums/index.php?topic=14711.0

Shame there isn't a current mod, it would be a nice addition (even to vanilla) To be able to have solid mountains so we could just go nuts whilst building bases in mountains.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: Vas on January 24, 2016, 01:57:06 PM
Quote from: Ectoplasm on January 24, 2016, 11:01:39 AMRikiki has a scanner mod which shows the locations of ore. https://ludeon.com/forums/index.php?topic=14711.0

Shame there isn't a current mod, it would be a nice addition (even to vanilla) To be able to have solid mountains so we could just go nuts whilst building bases in mountains.

Scanning for ore is easy though.  Hell, you can see all ore in the game if you just click turn off fog in the cheat menu (developer options) which turns off the fog on top of mountains.  I don't know if this reveals hollow spots in the mountain though, but it should theoretically do so.  I've never used it but once when trying to verify something was working in one of my mods.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 12/02/15)
Post by: LittleGreenStone on January 25, 2016, 02:10:07 AM
Quote from: Vas on January 24, 2016, 01:57:06 PM
Quote from: Ectoplasm on January 24, 2016, 11:01:39 AMRikiki has a scanner mod which shows the locations of ore. https://ludeon.com/forums/index.php?topic=14711.0

Shame there isn't a current mod, it would be a nice addition (even to vanilla) To be able to have solid mountains so we could just go nuts whilst building bases in mountains.

Scanning for ore is easy though.  Hell, you can see all ore in the game if you just click turn off fog in the cheat menu (developer options) which turns off the fog on top of mountains.  I don't know if this reveals hollow spots in the mountain though, but it should theoretically do so.  I've never used it but once when trying to verify something was working in one of my mods.

It does. It reveals everything, although it does not give extra information just by hovering the mouse over, for it's still "undiscovered".
It also shows whether there's thin, or thick roof over rock blocks; darker blocks of the same kind have thick, while lighter ones have thin roof.

I too played around with it when I was trying to get a mapgen work.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 1/26/16)
Post by: Vas on January 26, 2016, 11:48:48 AM
Attention those who wanted it, ED Shield Addon has been updated to A12, no changes were made other than the required changes that were needed to make it work again.  It wasn't a game version change that broke it, it was an update that ED had made when it changed it's name.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 1/28/16)
Post by: Vas on April 04, 2016, 02:35:23 AM
This is a notice, for anyone who is going to ask me to update to A13 if it comes out before the 18th, I am having internet issues and may be unable to work on mods at all till the 18th.  That is when my net renews to high speed data.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 1/28/16)
Post by: Dugalle900 on April 21, 2016, 09:20:08 PM
ETA on A13 update?
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 1/28/16)
Post by: lance789 on April 29, 2016, 10:52:24 PM
any chance of an Alpha 13 update?
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 1/28/16)
Post by: Vas on May 02, 2016, 01:12:01 PM
Conduit and Population mods updated, Difficulty mod added.
Hydroponics updated, I will update the topic to A13 when Lights is working in A13.  Will take a while longer to diagnose the issue.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 1/28/16)
Post by: anonloli on May 06, 2016, 11:56:51 AM
Conduit explosion nullifier may not quite be working as intended. It's still a very infrequent occurrence, but it is still happening.
Title: Re: [A12] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc! (Updated: 1/28/16)
Post by: Vas on May 14, 2016, 05:11:07 AM
How often is it happening? And did you verify that the mod is active?
Title: Re: [A12/13] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc!(Updated: 5/02/16)
Post by: joshwoo69 on July 16, 2016, 08:40:50 PM
A14! No seriously. I would like a a14 release of all the mods :P
Title: Re: [A12/13] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc!(Updated: 5/02/16)
Post by: lance789 on July 17, 2016, 09:45:34 AM
Are these going to be updated to A14?
Title: Re: [A12/13] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc!(Updated: 5/02/16)
Post by: Vas on July 24, 2016, 04:40:41 PM
My mother just recently got out of surgery, and I have family over helping but there is still a lot to do and so little money.  I need to focus more on other things for the time being and its hard to update some of the mods in my pack because I need someone who can do DLLs.  Mrofa and E (1000101) have helped when they could but I don't know what the future may hold for now.  I will however update as soon as I am able to devote enough time to this.
Title: Re: [A12/13] VMods, Hydroponics, Conduit Fix, Lights, Shield, Etc!(Updated: 5/02/16)
Post by: blackysun on July 26, 2016, 06:47:41 AM
Quote from: Vas on July 24, 2016, 04:40:41 PM
My mother just recently got out of surgery, and I have family over helping but there is still a lot to do and so little money.  I need to focus more on other things for the time being and its hard to update some of the mods in my pack because I need someone who can do DLLs.  Mrofa and E (1000101) have helped when they could but I don't know what the future may hold for now.  I will however update as soon as I am able to devote enough time to this.

then ask https://ludeon.com/forums/index.php?action=profile;u=13346 him maybe he can help you :)