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RimWorld => Mods => Releases => Topic started by: forestfey on January 21, 2017, 01:12:01 PM

Title: Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on January 21, 2017, 01:12:01 PM
Forestfey's Modley Trading Outpost

...You approach a weathered log-cabin, smoke curling from its chimney. It is almost lost between racks and rags of animal skins, stamped gunnysacks and cargo boxes, along with bales of fabric and the unmistakably smell of cooking stew.
As you come closer, you notice the sloped glass-faces of an underground greenhouse blending into the little hill the cabin leans on...

A dog barks inquiringly.
Trespasser or Visitor?

1.0 Release Mods:
A list of older versions of my mods can be found below, dowloads are provided in the respective post.

0.19 Mods:

0.18 Mods:

0.17 Mods:

0.16 Mods:


WIP:

Downloads:
To download, go to the specific mod in the list above, click the link and choose one of the provided options you can find in that post under "Downloads".

The latest versions of my mods are also available on steam workshop (also check out the Cities: Skylines content if you're interested):
http://steamcommunity.com/profiles/76561198083415891/myworkshopfiles/?appid=294100 (http://steamcommunity.com/profiles/76561198083415891/myworkshopfiles/?appid=294100)


Licensing/Modpacks:
Feel free to use my content, provided you give the due credits somewhere publicly accessible over the web. In the spirit of collaboration, I'd like to be informed before you publish anything that contains my (or parts of my) work, but as an artist, I can also understand if you "need" to get something out there aqap and cannot wait for a definite go from me. At least let me know, that's all... =)

[/list]
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on January 21, 2017, 01:17:14 PM
FFGerman Shepherd:
Adds a new dogbreed, the German Shepherd or Alsatian, Old Earth's most common and favourite duty- and service dog.
Modified from the Husky, it has almost the dps of a wolf.
Tailless helped out with a russian translation, and finally the German Shepherd has also german language support!

(http://i.imgur.com/vEDIYRH.png)

Download:
1.0 Release

0.19

0.18

0.17

0.16

Compatibility/Load Order:
should work fine with everything else, except you already have another GermanShepherd...

Changelog:
Tried to implement German language-support over steam shortly after release. Doesn't work properly, but don't know why, so feel free to take a look...
29-3-2017: Re-uploaded  a caraveneer version of the shep with slightly modified pack-textures. Now also available per dropbox!
26-5-2017: Updated the mod for A17, old A16 version still available.
23-6-2017: Added german and russian language support.
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on January 21, 2017, 01:17:34 PM
FFGerman Shepherd "A Dog Said..."-Patch [Add-On]
Adds the extended surgery- and implant-options from  "A Dog Said..." (https://ludeon.com/forums/index.php?topic=29310.0) to the GermanShepherd.

(http://i.imgur.com/ZXl9h8s.png)

Download:
1.0 Release

0.19

0.18

0.17

0.16

Compatibility/Load Order:
Just adds the shepherd to the several "patient-lists" of ADS (https://ludeon.com/forums/index.php?topic=29310.0) and has to be loaded after ADS and after FF GermanShepherd. With B18 ongoing, cross-compatibility problems should be solved, let me know if otherwise.
CAUTION!!! A16 and A17 versions will still possibly overwrite any other ADS-patches when initalized. Other modded-in creatures will perhaps NOT have the additional surgery-options anymore. BE WARNED.

However, if you want to be a not only responsible but also independent human being and solve that problem yourself, please go to the workshop page of "A Dog Said..." under http://steamcommunity.com/sharedfiles/filedetails/?id=746425621 (http://steamcommunity.com/sharedfiles/filedetails/?id=746425621), check out the GUIDE that is available there and follow it's instructions. If you don't already know what to do, that is.

Changelog:
1: Now only "injects" the shepherd into the surgery-lists. Still... meh.
Also added workshop dependencies. Sorry I forgot to earlier.
2: Changed the surgery-lists to again contain all vanilla animals.

EDIT: Some changes. Geez.
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on January 21, 2017, 01:17:54 PM
FF_VG_canned_delights [Add-On]
Adds a couple of tasty new meal-recipes to the canning table from Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0)


New recipes (defnames not necessarily the same):


All recipes have the skill requirement (6) of and satisfy like a Fine Meal, but have variable nutrition-values! There's also some other side-effects, similar to other VG-foods...

(http://i.imgur.com/8ORo0tH.png)

Download:
1.0 Release

0.19

0.18

0.17

0.16

Compatibility/Load Order:
0.16-0.17 require Vegetable Garden (https://ludeon.com/forums/index.php?topic=12934.0) to be loaded before this, known conflicts with VG will likely conflict with this, too.
ATTENTION: With 0.18 the Vegetable Garden mod was split into several sub-mods, some of which are required for Canned Delights to run properly! You will need the VGP base mod (https://ludeon.com/forums/index.php?topic=36926.0), Gourmet Garden (https://ludeon.com/forums/index.php?topic=36926.msg378130#msg378130) and (tomatoes galore!) More Veggies! (https://ludeon.com/forums/index.php?topic=36926.msg378138#msg378138) loaded before canned delights.
Starting with 0.19 my mod also requires the new, separate VGP Garden Canning mod, which can be found in the forum post of Gourmet Garden (https://ludeon.com/forums/index.php?topic=36926.msg378130#msg378130).

Changelog:
Updated canned delights' about.xml with moar info. NOMNOMNOM! Also made an additional explanatory screenshot (available on steam), the branding continues...

11-4-2017: Updated the thingdefs for ricepudding and lobscouse so they can finally be stored away in stockpiles. Sorry I didn't see that earlier and kept scratching my head why pawns didn't want to haul those cans for so long!
6-6-2017: Updated for 0.17, old version still available via dropbox.
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on January 21, 2017, 01:18:14 PM
FF Smilodon Populator
"Just because we can doesn't mean we should."
I mean, what could possibly go wrong cloning the biggest sabre toothed cat ever known?

Has different lifestages with corresponding sprites.
Xen helped to refine and "proofread" the code, even if he says it wasn't much...
Tailless helped out with a russian translation, too, and finally Smilodon has also german language support!

(http://i.imgur.com/TE0xLRq.png)

Spoilers:

An excerpt from the Encyclopedia Galactica:
"The prehistoric Smilodon Populator (LUND, A.D. 1842), also known as the biggest of the true sabre-toothed cats, still has a legedary reputation across the whole galaxy. Having already been extinct when humanity had cemented its global-player position in the foodchain of Old Earth, some scientists apparently thought it was a good idea to revive this hominid's Nemesis through advanced cloning techniques.

It is still relatively unclear what specific function the enormous canine teeth fulfill, as their comparably frail static forbids regular and successful use as a weapon; The proportions and angles of the jaw and teeth's points suggest though, that Smilodon hunted very large, herbivorous animals with slashing bites after subduing its prey, possibly still puncturing the jugular vein and/or carotid artery like recent big cats do during their death-bite to the throat.
Adaptions of the bone-structure in the legs further hint on S. Populator having excellent jumping- and wrestling capabilities. As unified ethologists take note, the stories from survivors or even just witnesses of attacks for actual verification of this behavior are regretfully rare.

Tribal cultures on planets where a wild population could establish itself, worship S. Populator as a harbinger of death, a powerful totem that bestows not only physical prowess, but also a to others sometimes uncanny covert- and relentlessness. Those cultures also pass on fairy tales about heroic Sabretooth-Veterans that are not only a terrifying sight to behold, but also seem to show an almost human spark of cognition, not to say "intelligence", sometimes even to the point of attributing to them the ability of speech."



Quite a beast I yet have to pit against a Mega...-therium.
Any bets? :P
-> click at own risk <- (http://steamcommunity.com/sharedfiles/filedetails/?id=849019142)


Download:
1.0 Release

0.19

0.18

0.17

0.16


Compatibility/Load Order:
There should be none, especially now after the update. Please let me know if otherwise.


Changelog:
I'm gonna think about a better way to document this, preferably even automatically (lazy persons... tsss)... In time.
But so far:
Generally overhauling update. Training options have been added (FINALLY!) and the separate biome-def files were dropped to make the whole thing slightly less bulky and conflict-prone. (maybe check if they're still there? You can delete them if so...) The custom lifestages have an according bodymass, now, too.
I think the babies and adults are actually a bit too big compared to human pawns, but I'm afraid that if I make them any smaller, the textures lose too much clarity. Even if all of them have been greatly cleared up and refined, also with shadows (see new screeny on Steam WS), better than shown on the preview, mind this!
Working next on an ADS patch and giving them backpacks. But as with the Shepherd, the latter will be a standalone-version then.

There was also a problem with juveniles hunting newborn kittens during the last test-run, but I'm not sure if this may have been just some sort of artifact or bug due to the devtool sped-up aging-process or something. I would prefer that option a lot, because "teaching" a pawn not to attack/hunt its own kind as long as it's the same "faction" could be a more difficult thing... O.o
Anyway, no-one actually knows how Smilodons might have behaved in reality, so I might be able to let that one slip with the excuse of them just being feline snobs and putting their kids through a school of hard knocks. Any thoughts on that?

C-LOG2: Shhh... this was not the update you were looking for...
The black hole that Smiley apparently had carried in its heart has finally collapsed and bodymass-weirdness should be fixed now!

C-LOG3: Uploaded a caravaneering version on dropbox. Also, I've hidden the cave-biome spawn-rate as an easily editable comment in the the ThingDef xml-file. Have fun!

C-LOG4: Updated the mod for A17
C-LOG5: Added german and russian language support


EDIT 27-1-2017: Updated the whole mod and added changelog. Also some formatting, spoilers moved up :P
EDIT 31-1-2017: Added community coop-disclaimer.
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on January 21, 2017, 01:18:27 PM
FFRocketstove
Adds a new meal- and heatsource that consumes only little fuel but requires some research to unlock. Works as intended, but the texture still looks "meh"... I see I'm not so good with inanimate objects... =)

(http://i.imgur.com/XBwDjDF.png)

Download:
1.0 Release [standalone mod]

0.16 [addon]

Compatibility/Load Order:
Version for 0.16 Requires Nandonalt's Camping Stuff mod (https://ludeon.com/forums/index.php?topic=29145.0) to be loaded before this, as the stove uses the refuelable heatpusher comp from it.
With the release of 1.0 this has changed and FF Rocketstove is a standalone mod that requires nothing else to be loaded before.


C-LOG: added links for download and compatibility info.
C-LOG2: Recipes for fine meals in bulk and burning drugs added. Reworked compatibility info, since mod is no longer just an add-on. Preview picture on steam was changed, but couldn't get it to show here. Not so important to make a fuss about it.
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on January 21, 2017, 01:18:45 PM
FF_Smilodon_wyred [Add-On]
Adds the extended surgery- and implant-options from  "A Dog Said..." (https://ludeon.com/forums/index.php?topic=29310.0) to Smilodon Populator.

"It totally didn't ask for this."
(http://i.imgur.com/BAsVmam.png)

Oh right... a PSA:
Jumpjets NOT included.
The complaint-management just couldn't account for it because... warranty-reasons.
The security breach that led to S. Populator running freely still hasn't been contained and the charges of indemnity-claims are already skyrocketing... Thank you for your attention and ongoing trust into our company.
/zee End.

Almost forgot more, but rather serious legal stuff:
Parts of the preview picture stem from Starcraft's terran units (Raven, Liberator and Predator) and are as such probably legal property of Blizzard Entertainment Inc.
I do not own these images, and that I think I have all the right to use them after having blown so much money into that company over the years, doesn't take me out of the responsibility to make this disclosure. I don't plan on making money with this picture. Cheers.


Download:
1.0 Release

0.19

0.18

0.17

0.16

Compatibility/Load Order:
Just adds Smilodon Populator to the several "patient-lists" of ADS (https://ludeon.com/forums/index.php?topic=29310.0) and has to be loaded after ADS and after FF Smilodon Populator. With 0.18 ongoing, cross-compatibility problems should be solved, let me know if otherwise.
CAUTION!!! 0.16 and 0.17 versions will still possibly overwrite any other ADS-patches when initalized. Other modded-in creatures will NOT have the additional surgery-options anymore. BE WARNED.

However, if you want to be a not only responsible but also independent human being and solve that problem yourself, please go to the workshop page of "A Dog Said..." under http://steamcommunity.com/sharedfiles/filedetails/?id=746425621 (http://steamcommunity.com/sharedfiles/filedetails/?id=746425621), check out the GUIDE that is available there and follow it's instructions. If you don't already know what to do, that is.

Changelog:
Now only "injects" Smilodon into the surgery-lists. Still... meh.
Also added workshop dependencies. Sorry I forgot to earlier.

EDIT: Some changes. Geez.
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on January 21, 2017, 01:19:05 PM
hehehe... well, I'm not sure what to make of this, but I sure would like to see them in game! i'll be off for tonight.. it was a long long weekend.
Take care everybody!

(http://i.imgur.com/JW6gOgV.jpg)
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on January 21, 2017, 01:19:25 PM
(reserved)
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on January 21, 2017, 01:19:48 PM
(reserved)
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on January 21, 2017, 01:22:36 PM
(reserved)

..I think 10 is fair enough for a greenhorn like me. If I ever fill that. And if it gets even more, I can still make up a fitting taxonomy for my mods :P Have fun, cheers!
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on January 22, 2017, 05:24:16 PM
uhm... added and edited some stuff. Quite creative at the moment, but not so cody. Gonna refine and update my other mods soonish, but "painting spots" is more tempting right now.
I think "happy little accidents" is a term this game could coin flawlessly in any way, anyway!  8)
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on January 29, 2017, 09:51:44 AM
Turned out the little start-up I'm working for at the moment got invited to a trade-fair at the end of next month...
So there is going to be a lot of work which I won't be able to put into nursing my mods or making new textures.

There's still some things I'd like to set up before I continue making more mods, to make the whole process easier, so basically "meta-modding" or whatever.
...And get more involved with community-projects and stuff, but eh, there's just so many hours in one day and... ACH! Who am I kidding? You all know the rant ;)

I did my best to leave my stuff in a state that should be quite stable, at least for a while. But if something is kaputt/you have any problems, or suggestions for improving the code or balancing, please report to me (or my co-authors) and the issue will be looked into!

Thank you <3
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on March 29, 2017, 11:16:07 AM
*chrk-chrk radio noises* omg it works for now... geeeeeez, I myself am getting healthier again, but apparently the problems with our net-provider are still there, so updates and communications can't be expected to take quick effect. Sorry about that, I would if I could. At least I can play, and I managed to make caravan versions of my animals available by other means than steam.
My excessive testing of smiley revealed this kitty to be a fearsome encounter for single colonists... especially in caves (https://ludeon.com/forums/index.php?topic=13172.msg133449#msg133449), where you could find quite a lot of them!
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: Tevlok on March 31, 2017, 07:20:44 PM
Your Dropbox links are down, please fix? <3
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on April 01, 2017, 01:05:24 PM
whooops, thx for the notice xD
should be allright again now!
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: Khadi on April 06, 2017, 08:24:29 AM
Dropbox link to "A Dog said" for Smilodon is hidden :c
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on April 11, 2017, 12:42:19 PM
Whoopsie! That one must have slipped through my optical mesh when I was updating the other links. Now it should be working again :)

I'm just sad the preview pictures don't work anymore, either... Ah well, I guess I have to upload them somewhere else then^^

EDIT: Preview pictures have been updated, too. Behold!
Title: Re: [A16] Forestfey's Modley Trading Outpost (collective thread)
Post by: onerous1 on June 06, 2017, 08:19:36 AM
Thanks for updating the german shepherd mods. Though you probably want to change the thread title to indicate that there are A17 updates. I didn't realize there were updates until I did a forum search.
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on December 16, 2017, 01:27:19 PM
links for B18 versions of (most of) my mods have been made available. Have fun!
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: Harry_Dicks on December 16, 2017, 04:19:37 PM
These look pretty great. I'm excited to try them out next run. Thanks for the great work!
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: Kori on January 28, 2018, 09:55:53 AM
Could you update canned delights too, please?
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on February 05, 2018, 12:35:47 PM
I would love to, and I'm communicating with dismarzero about it, because with the last changes (at least I know of) the whole canning-table mechanic is different and I can not simply add new recipes... so, I'd like to, but I can't at the moment, not on my own. Sorry about that... (I miss my "deluxe dogfood", too!)

EDIT: apparently, OBVIOUSLY the old canning table is back, too. Gonna update tonight when I'm back from the gym. Sorry for the confusion!
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: Kori on February 05, 2018, 12:57:46 PM
Okay, I already planted beans, tomatoes and sugar!
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on February 05, 2018, 03:11:22 PM
...now that's what I call an eager space cowboy :D (Screenshot of the HANZ trading-empire or didn't happen!!!)
Update finished, 2 download-links (https://ludeon.com/forums/index.php?topic=29811.msg302467#msg302467) available to your liking. Please mind the changed mod-requirements. Have fun <3
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: Harry_Dicks on February 05, 2018, 06:34:00 PM
QuoteNew textures: Expect mythical wolfes! (Coop with Xen)

Any info on how that's coming along? How long has that been in the works? This sounds like it's right up my alley. I love some new animal textures, but I would really, really love some more "special" looking animals. Maybe some super rare mythical animals that you might be lucky to even see once every game or something. If possible, give them a unique ability or trait or something too for added awesomeness.
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: Kori on February 06, 2018, 04:10:36 AM
Quote from: forestfey on February 05, 2018, 03:11:22 PM
...now that's what I call an eager space cowboy :D (Screenshot of the HANZ trading-empire or didn't happen!!!)
Update finished, 2 download-links (https://ludeon.com/forums/index.php?topic=29811.msg302467#msg302467) available to your liking. Please mind the changed mod-requirements. Have fun <3

Yay! Thank you! When I'm back home and found out how to post screenshots I will try to add one.
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on February 08, 2018, 12:35:28 PM
Quote from: Harry_Dicks on February 05, 2018, 06:34:00 PM
QuoteNew textures: Expect mythical wolfes! (Coop with Xen)

Any info on how that's coming along? How long has that been in the works? This sounds like it's right up my alley. I love some new animal textures, but I would really, really love some more "special" looking animals. Maybe some super rare mythical animals that you might be lucky to even see once every game or something. If possible, give them a unique ability or trait or something too for added awesomeness.

Yes, the new textures for the spirit wolves have been implemented, but I could only find a steam-link (http://steamcommunity.com/sharedfiles/filedetails/?id=848345315) for it... I see what I can do
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: Harry_Dicks on February 08, 2018, 02:05:21 PM
I think I've got them now. I downloaded the Animal Collab Project, and deleted everything else in there except spirit wolves and dire wolves. Your mod has the special event for spirit wolves, yeah? I haven't gotten to the event, yet, but I did see there was one. Also, I love the textures for both the male and female spirit wolves. It will be perfect as a companion for my ranger, the new class in TMagic! ;D
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on October 02, 2018, 10:56:52 AM
My creature mods, including the "A dog said..." patches have been updated to B19. Working on "canned delights, but that might take a while. Will notify if that one is updated, too. Have fun!
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on October 04, 2018, 07:18:36 AM
"canned delights" has been updated to B19 now, too.
Let the beanz begin!
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on October 19, 2018, 12:37:10 PM
All my mods have been updated for the release of 1.0... Even the ominous rocket stove has finally made a comeback, this time as a stand-alone mod!

Anyway, cheers folks, have fun  ;D
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: temple_wing on October 24, 2018, 07:31:38 AM
Would you please provide other download? Dropbox is banned by chinese gov.
Github is the best. Or maybe mediafire( https://www.mediafire.com/ ). Or any other site just accessible by chinese is OK.
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on October 28, 2018, 06:15:48 AM
Oh dear, I had no idea! Thanks for telling me, I'll see what I can do. I just started an internship and am really exhausted in the evenings, but maybe next weekend I can find some time :)
Title: Re: Forestfey's Modley Trading Outpost (collective thread)
Post by: forestfey on November 25, 2018, 09:04:36 AM
so, right...
I have made github repos for my mods for added dev-transparency and increased download-availability.
I also decided, quite literally for the sake of my sanity, to now only maintain the latest version of my mods on steam.

I hope now people can download my mods wherever they are! <3