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RimWorld => Releases => Mods => Outdated => Topic started by: faltonico on January 29, 2017, 06:57:09 PM

Title: [A16] Super Mod Mash V.1n (24/mar/2017)
Post by: faltonico on January 29, 2017, 06:57:09 PM
I like to customize my colony with different floors, and i also like adding new useful materials to the game. So, I mashed together a bunch of mods that have not been updated to A16 as today, and a heavily modified version of a very useful tool mod to get them.

The mods are:

Master Dihtung's Ore Pack (https://ludeon.com/forums/index.php?topic=26910.msg272215#msg272215) (all of its rocks, metals and alloys)
Cupropanda's Extra Floors (https://ludeon.com/forums/index.php?topic=13400#msg135940).
Cupropanda's Alloys (https://ludeon.com/forums/index.php?topic=13400#msg132995)
Cupropanda's CorePanda (https://ludeon.com/forums/index.php?topic=13400#msg129437) (copper and its tile only!)
Cupropanda's Miscelaneous (https://ludeon.com/forums/index.php?topic=13400#msg129437) (only the universal rack, because... why not)
Theubie's Deep Core Miner (https://ludeon.com/forums/index.php?topic=25346.msg258850#msg258850) (highly modified to differentiate it if you still want to add the fully functional version of the mod, stones addon included)
Eatkenny's Industrialization (https://ludeon.com/forums/index.php?topic=8902.msg87933#msg87933) (Only the Electric Arc Furnace (EAF) to smelt the new alloys, highly modified as well)

(https://www.mediafire.com/convkey/7b52/wbnsaisbzbokawh4g.jpg) (http://www.mediafire.com/view/wbnsaisbzbokawh/floors.png)

Notes about the mash:
- I removed the possibility for the maps to spawn with ore nodes made from the new metallic materials, ancient ruins will be made of all the available stuff at random though. The new stones on the other hand, will spawn in the new maps, probably giving them a different look to the landscapes, but it won't override vanilla stones.
- Alternatively, you can activate this mod AFTER world generation, so your starting map can have a familiar look (meaning they will not spawn with any of the new materials), but new maps created after this mod is enabled (like new settlements) will take into account all the stone types and stuff available. You would probably will not be able to disable it after enabling it, backup you save games!.
- Because I removed the new ores, you will have to obtain all of those new materials through the modified version of Theubie's Deep Core Miner included in the mash (heavily reduced cost for building/operating, removed vanilla materials) or from the new orbital trader "Exotic Deep Space Mining Ship".
- Me modifying heavily the core drill and the EAF will allow you to have both this mod and the unmodified original versions of the corresponding mods!.
- CorePanda is very very very maimed >_< don't expect anything else than copper and a floor type (don't ask for more either, i'm not experienced). If CuproPanda ever decides to update it, you have to know this is still using the same CP_Copper def.
- Adons made for the original Deep Core Miner wont work with this version.
- New texture for the modified core driller, and i know it sucks (the only real thing i made, you can do as you please with it, no need to credit or ask for permission), it can be minified too (it has a caterpillar track!).
- I had to tone down the power consumption of the electric arch furnace DRASTICALLY. Otherwise it would be very difficult to operate without any other power source included in the mod, as it did the industrialization mod, but only a third of a whole lot is still a lot.
- Added Cassiterite (Sn02 = tin ore) and Tin, for my immersion pleasure, used to craft bronze basically. My intention with Tin was to make it good looking (better than copper, less than bronze), easy to work with, but absolute crap for weapons, its stats might be out of whack though, feedback appreciated.
- I looked at the licences and they didn't seem to forbid me from doing this, if you are one of the authors i didn't get to contact and are not Ok with this please say so and i'll do the appropriate modifications.

DOWNLOAD 1n (http://www.mediafire.com/file/myic62mzlcir9gs/Super_Mod_Mash_A16_1n.zip) (24/mar/2017)


Installation.
Just decompress the file inside your mod folder, activate it on your mod list, restart your game and you are good to go.

Please let me know if there is something wrong with the mash and/or if i messed something up, in the comments below.
Title: Re: [A16] Super Mod Mash 1m (12/mar/2017)
Post by: faltonico on March 12, 2017, 09:20:58 AM
Update 12/mar/2017

- TileStoneBase didn't change to work to build, fixed -_-'.
- Reduced overall yield of all materials to 15; azurite, onyx, electrum and platinum being the exception they were further reduced to 5. The actual yield of the material will depend on the skill of the miner.
- Corrected the color of tin, bumped its beauty a tiny bit.
- Fixed several instances in which the jobstring didn't match the label (the actual job).
- Changed the def for the deep space mining ship, so it wont conflict with industrialization, it wont break your saves as long you don't have a deep space mining ship at range (make a backup anyway!).

Please let me know if you encounter any trouble.
Title: Re: [A16] Super Mod Mash V.1n (24/mar/2017)
Post by: faltonico on March 24, 2017, 09:31:02 AM
Update 24/mar/2017

- I forgot to include the abstracts for the equipment rack, if any other mod touched those abstracts the rack wouldn't be available in the furniture menu (like Additional Joy Objects), Fixed.
Title: Re: [A16] Super Mod Mash V.1n (24/mar/2017)
Post by: faltonico on May 28, 2017, 10:07:21 PM
CuproPanda is back (yay!), so there is no need to update this, you can grab his alloys and copper directly from his mods, the rack is part of the base game now (kinda), and MasterDithung appeared sometime ago and he will eventually update his mods (good luck with the moving if you are reading this btw).
If you can't wait for MasterDithung, and don't know how to make his A15 mod to work in A17, just say so and i'll be glad to help you.
Cheers!