Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: Shotgunfrenzy on December 01, 2017, 10:13:08 PM

Title: [B18] SF Mods 2018 REEEEEEE more mods
Post by: Shotgunfrenzy on December 01, 2017, 10:13:08 PM
(https://i.imgur.com/nVOnFFF.png)

Things are expanding!

Please leave some feedback below


These are my mods for RimWorld B18.
(Download them as a pack in the second post)


(https://i.imgur.com/CTNzV8Y.png)

1.
Priority treatment

All DoctorTend operations are set to emergency so doctors will prioritize tending to wounds first (this includes infections and illnesses), no matter how tired or hungry they are.

I recommend setting your doctors to priority one for this to be effective

Crediting User: Aristocrat for the original idea, but this mod uses patching instead of direct defs

Dropbox Link (https://www.dropbox.com/s/wrebvpaotpmyb6a/SF%20%5BB18%5D%20Priority%20Treatment.rar?dl=1)
------------------------------------------------------------

(https://i.imgur.com/XWkvVnn.png)
2.
Tired of waiting for a damn orbital trader to show up?
 
Forgot to edit your scenario to make them appear every couple of days/quadrums, and didn't want to resort to dev mode?
 
We have the solution for you. A new-fandangled artifact that calls an orbital trader to your location, no bullshit, just use and boom, orbital trader ready to take your shit and rain down silver.
 
How to get such an item you may ask?

Just crack open an Ancient Danger or ask a shaman merchant to stock you one.

Too hard? Well this handy piece of work can also be crafted with 700 silver, 10 components, 30 steel and 40 plasteel.

Happy trading ya raider loving hecks!!!

A million thanks to Mehni for doing the advanced code part!!!! Who has also put it here: http://steamcommunity.com/sharedfiles/filedetails/?id=1301120711

Dropbox Link (https://www.dropbox.com/s/9ooop5xge5qo5qa/SF%20%5BB18%5D%20Orbital%20Trader%20Transponder.rar?dl=1)
_______________________________________________


(https://i.imgur.com/GkzwOV0.png)

3.
256X256 Vanilla Melee weapon texture pack

Just a simple texture pack that slightly changes how the vanilla melee weapons look
Enjoy

Dropbox Link (https://www.dropbox.com/s/8kem50317d0dmti/SF%20%5BB18%5D%20256X256%20Texture%20pack%20-%20Melee%20Weapon%20Edition.rar?dl=1)
----------------------------------------------------


(https://i.imgur.com/g9zD6s6.png)

4.
256X256 Vanilla weapon texture pack

Just a simple texture pack that slightly changes how the vanilla guns look
Enjoy

Dropbox Link (https://www.dropbox.com/s/pbgfo98mym0ehjr/SF%20%5BB18%5D%20256X256%20Texture%20pack%20-%20Weapon%20Edition.rar?dl=1)
----------------------------------------------------


(https://i.imgur.com/AAIrnKZ.png)

5.

Faceplate Mod V1.3:

Adds four different faceplates to Rimworld that A. Looks Badass and B. adds armor and specialised stats

Thank You to Swenzy for creating a harmony patch to allow hats to be worn with faceplates again!!!!!!

Dropbox Link (https://www.dropbox.com/s/osse0juk9ep7mqj/SF%20%5BB18%5D%20Faceplate%20V1.3.rar?dl=1)
-------------------------------------------------------------------------------------


(https://i.imgur.com/lPqPHyD.png)

6.

Vanometric Tech

Adds the illustrious technology of vanometric cells to rimworld, when a reasonable amount of research is done, this mod allows you to build advanced versions of the vanometric cell, new features include the vanometric lantern, which can be used as a light source, even during solar flares, and a new component, the mini vanometric battery, which is required for building said lantern

Advanced vanometric cells can be built with 100 Steel, 40 Uranium, 16 Advanced Components and 50 Plasteel

Produces 1000W non stop

Requires research, (will take quite a while)

(Feedback for balancing is needed)

Dropbox Link (https://www.dropbox.com/s/z289j8ig0uwh3rs/SF%20%5BB18%5D%20Vanometric%20Tech.rar?dl=1)
------------------------------------------------------------------------------


(https://i.imgur.com/VRWnAAs.png)

7.

Corpse Powered Generator

After a small conversation on discord, this mod was made :0 Make a power generator that uses corpses for fuel instead of wood or chemfuel.
One corpse lasts 24 hours and the generator supplies 1000W power

(Subject to change due to balancing issues due to the fact that this generator cannot distinguish between body sizes, so one squirrel corpse provides the same amount as an elephant corpse :/  )

Dropbox Link (https://www.dropbox.com/s/6jx5v9s5x215c3q/SF%20%5BB18%5D%20Corpse%20Fueled%20Generator.rar?dl=1)
----------------------------------------------------------------------

(https://i.imgur.com/0uYXbYt.png)
8.
Rain removes all filth

Simple patch that allows rain to remove filth such as dirt, sand and animal filth. Gives your vegeta--, I mean cleaner, a little bit less work when it's raining.

Dropbox Link (https://www.dropbox.com/s/gu62j6lcq1heo5d/SF%20%5BB18%5D%20Rain%20Removes%20All%20Filth.rar?dl=1)
----------------------------------------------------------------

(https://i.imgur.com/EN1dXHr.png)

Craftable Ancient objects

9.
Simple mod that makes craftable versions of the Ancient Barricade and the Ancient Lamppost.
The Ancient lamppost creates a calming ice blue light and the Ancient barricade acts as an alternative to sandbags, being made out of 65 of any steel or stony material

Dropbox Link (https://www.dropbox.com/s/vlyexcpaf5t93tm/SF%20%5BB18%5D%20Buildable%20Ancient%20Objects.rar?dl=1)


10.

(https://i.imgur.com/QerYDBg.png)

Trash furnace

Ever wanted to get rid of stuff, but you can't burn it or sell it for a decent price???
Well now you can
Adds a basic furnace that requires power to operate
Can be built with 100 stony materials,40 steel and 5 components
Has three recipes which allow you to destroy one thing, a stack of 25 or 75 things

WARNING: Things removed are gone forever

Dropbox Link (https://www.dropbox.com/s/4fbqm2aa871bf4h/SF%20%5BB18%5D%20Trash%20Furnace.rar?dl=1)
_______________________________________
11.

(https://i.imgur.com/pqcmULR.png)

Stuffed animal mod

Simple mod that let's you delve into the art of taxidermy, allowing you to create sculptures of animals out of all that excess leather lying around

Dropbox Link (https://www.dropbox.com/s/0djsk0xyp5d5o6y/SF%20%5BB18%5D%20Stuffed%20Animals-1.rar?dl=1)
_________________________________________


(https://i.imgur.com/msAPSJR.png)
12.

Simple oil lantern
Adds a simple oil lantern that uses chemfuel to work, can be switched off, can be forbidden and works during solar flares, perfect for when your colony is in a blackout

Dropbox Link (https://www.dropbox.com/s/eognx0kswllo84h/SF%20%5BB18%5D%20Simple%20Oil%20Lantern.rar?dl=1)
________________________________________

13.

(https://i.imgur.com/CCzeqP1.png)

Simple underground conduit

Just a simple conduit that can be placed like vanilla conduit, but can also be placed underwater. Can be built with 5 steel and 2 cloth, has a much larger building time and HP

Dropbox Link (https://www.dropbox.com/s/mqzzrn8n7hob800/SF%20%5BB18%5D%20Simple%20Underground%20Conduit.rar?dl=1)
_________________________________________

14.
Craftable serums

Basic mod that makes the resurrector mech serum and the healer mech serum craftable, both require the serum research and are crafted at the drug lab.
(atm requires quite a lot of resources, subject to change based on feedback)

Dropbox Link (https://www.dropbox.com/s/ey4oaf0vnwwug1k/SF%20%5BB18%5D%20Craftable%20Serums.rar?dl=1)
__________________________________

15.
Building stone tiles requires research

Thanks to Discord user I_Hate_Monday's for the idea. This mod changes stone tiles so they can only be built when the stonecutting research is complete, good for tribal runs on the rim

Dropbox Link (https://www.dropbox.com/s/gqm8erycspdqdn2/SF%20%5BB18%5D%20Building%20Stone%20Tiles%20Require%20Stonecutting%20Research.rar?dl=1)
--------------------------------------------------------

16.
Orbital traders sell stone chunks
Allows you to buy stone chunks from bulk traders, useful for flat maps

Dropbox Link (https://www.dropbox.com/s/l184ptu42bjelzn/SF%20%5BB18%5D%20Orbital%20Traders%20Sell%20Chunks.rar?dl=1)

17.
Decreased thrumbo hunger rate

Changes the thrumbos hunger rate so that it matches the other giant class animals (elephants and megasloths)

Dropbox Link (https://www.dropbox.com/s/61gaj0qsm3eemk2/SF%20%5BB18%5D%20Decreased%20Thrumbo%20Hunger%20Rate.rar?dl=1)
----------------------------------------------------------------------

18.
Plasteel Fiber Jumpsuit

Just a small mod that adds a plasteel fiber jumpsuit, can be used to replace shirts and pants late game to provide apparel that has a high armor value.
Crafted at the Machining bench.

Dropbox Link (https://www.dropbox.com/s/r41mzlmvo99ixjm/SF%20%5BB18%5D%20Plasteel%20Fiber%20Jumpsuit.rar?dl=1)



All of the mods listed are not to be copied in any way, if you want to add any of them into a mod pack, you will have to ask me first.
Title: Re: [B18] Shotgunfrenzy's Mods. 2/12/2017 Priority treatment added
Post by: Shotgunfrenzy on December 03, 2017, 01:52:02 AM
Download All Mods Here :) (https://www.dropbox.com/sh/g6p36o16rd0w1y7/AAAXVQGSQztABO-WdAtsy0BYa?dl=0)

Change log:

3/12/2017: Thanks to some feedback from XeoNovaDan, Craftable Vanometric cells recipe has changed, now requires 16 advanced components

Added mod: [B18] Priority treatment

4/12/2017
Added mod:
Decreased Thrumbo Hunger Rate
256X256 texture pack - weapon edition

7/12/2017
Added mod:
Rain removes all filth

9/12/2017
Added mod:
256x256 melee weapon texture pack

10/12/2017
Added mod:
Building stone tiles requires research

11/12/2017
Mod updated: Faceplates 1.3
Hat wearing issue has been fixed

16/12/2017
Mod added:
Buildable Ancient objects

16/01/2018
Mods added:
Stuffed animals
Orbital traders sell stone chunks

17/01/2018
Mod added:
Simple oil lamp

Mod updated:
Vanometric tech. (Previously known as craftable vanometric cells)
Oil lamps balanced back to 5 chemfuel/2 days

2/2/2018

Mod added:
Simple underground conduit
Title: Re: [B18] Shotgunfrenzy's Mods. 2/12/2017 Priority treatment added
Post by: Shotgunfrenzy on December 03, 2017, 01:52:26 AM
Reserved
Title: Re: [B18] Shotgunfrenzy's Mods. 2/12/2017 Priority treatment added
Post by: Shotgunfrenzy on December 03, 2017, 01:52:43 AM
Reserved
Title: Re: [B18] Shotgunfrenzy's Mods. 3/12/2017 Priority treatment added
Post by: Harry_Dicks on December 03, 2017, 12:30:01 PM
More info on the Vanometric Cells? Do they require refuel (if so what, how much, and how often), how much power do they give off, and do they give off heat? Sorry but your info posted was a bit lacking..  :P
Title: Re: [B18] Shotgunfrenzy's Mods. 3/12/2017 Priority treatment added
Post by: Canute on December 03, 2017, 12:35:46 PM
The mod just made these new B18 Vanometric Power Cells you can get from quests craftable.
500W no fuel.
Title: Re: [B18] Shotgunfrenzy's Mods. 3/12/2017 Priority treatment added
Post by: nobodeex on December 03, 2017, 01:54:15 PM
Quote from: Harry_Dicks on December 03, 2017, 12:30:01 PM
More info on the Vanometric Cells? Do they require refuel (if so what, how much, and how often), how much power do they give off, and do they give off heat? Sorry but your info posted was a bit lacking..  :P

Check the changelog for B18. Tynan also explained what they do in his update video.
Title: Re: [B18] Shotgunfrenzy's Mods. 3/12/2017 Priority treatment added
Post by: Shotgunfrenzy on December 04, 2017, 05:13:16 AM
Mods added:
Decreased thrumbo hunger rate
256X256 texture pack - weapon edition
Title: Re: [B18] Shotgunfrenzy's Mods. 3/12/2017 Priority treatment added
Post by: Canute on December 06, 2017, 05:48:28 AM
Like all good "high armor" things, at the machining table.
Title: Re: [B18] Shotgunfrenzy's Mods. 3/12/2017 Priority treatment added
Post by: Shotgunfrenzy on December 07, 2017, 04:19:11 AM
7/12/2017 Mods added-
Rain removes all filth
Title: Re: [B18] Shotgunfrenzy's Mods. 7/12/2017 Things Are Expanding!!!
Post by: SpaceDorf on December 07, 2017, 05:11:55 AM
@Shotgunfrenzy : I want to try all of your mods .. could you provide me with a all-in-one Link ?


==== EDIT ====

PLEASE ?
Title: Re: [B18] Shotgunfrenzy's Mods. 7/12/2017 Things Are Expanding!!!
Post by: Shotgunfrenzy on December 07, 2017, 05:27:41 AM
I was thinking about that today 😂😂😂 will do

@Spacedorf

https://www.dropbox.com/sh/g6p36o16rd0w1y7/AAAXVQGSQztABO-WdAtsy0BYa?dl=0
Title: Re: [B18] Shotgunfrenzy's Mods. 7/12/2017 Things Are Expanding!!!
Post by: SpaceDorf on December 07, 2017, 08:34:13 AM
Thank you :)
Title: Re: [B18] Shotgunfrenzy's Mods. 7/12/2017 Things Are Expanding!!!
Post by: Shotgunfrenzy on December 07, 2017, 09:03:46 AM
Quote from: SpaceDorf on December 07, 2017, 08:34:13 AM
Thank you :)

No problem, just hope you'll leave some feedback ma dude :)
Title: Re: [B18] Shotgunfrenzy's Mods. 7/12/2017 Things Are Expanding!!!
Post by: Canute on December 07, 2017, 10:55:22 AM
Shotgunfrenzy,
it is possible to add a second needed resources for the generator ?
Because a corpse (except mummies which are total dry) still got alot of water to be a fuel source.
I think additional wood/chemfuel is needed to be realistic.
But i don't know any mod that got a table/generator that need 2 fuel's at the same time i don't this is possible.

So what do you think to add a refinery recipe to refine corpse into chemfuel.
I think Nightinggale made a different butcher script for the bone mod in the past, to reflect the bodysize, maybe this can take into account to generate chemfuel.
Title: Re: [B18] Shotgunfrenzy's Mods. 7/12/2017 Things Are Expanding!!!
Post by: Shotgunfrenzy on December 07, 2017, 01:05:11 PM
Quote from: Canute on December 07, 2017, 10:55:22 AM
Shotgunfrenzy,
it is possible to add a second needed resources for the generator ?
Because a corpse (except mummies which are total dry) still got alot of water to be a fuel source.
I think additional wood/chemfuel is needed to be realistic.
But i don't know any mod that got a table/generator that need 2 fuel's at the same time i don't this is possible.

So what do you think to add a refinery recipe to refine corpse into chemfuel.
I think Nightinggale made a different butcher script for the bone mod in the past, to reflect the bodysize, maybe this can take into account to generate chemfuel.

Hmmmm, that is a great idea, but another modder is working on something that is almost the same to that so I'll go and double check before trying anything
Title: Re: [B18] Shotgunfrenzy's Mods. 7/12/2017 Things Are Expanding!!!
Post by: ChaosChronicler on December 07, 2017, 01:38:29 PM
Hey got a question about the weapon texture pack. How do you keep everything so smooth? Been working on tweaking the textures of a weapon mod I've been working on (and off) and each time converting vector to .png always blurs it. Noted I did convert the size to mach it too the textures found in vanilla 
Title: Re: [B18] Shotgunfrenzy's Mods. 7/12/2017 Things Are Expanding!!!
Post by: Shotgunfrenzy on December 07, 2017, 05:50:34 PM
Just got the 64x64 image, resized it to 256 using paint.Net, traced over the original, added shading and voilĂ  texture :) So yeah no clue what your doing wrong cause it works fine for me.
Title: Re: [B18] Shotgunfrenzy's Mods. 7/12/2017 Things Are Expanding!!!
Post by: ChaosChronicler on December 08, 2017, 01:22:49 PM
Quote from: Shotgunfrenzy on December 07, 2017, 05:50:34 PM
Just got the 64x64 image, resized it to 256 using paint.Net, traced over the original, added shading and voilĂ  texture :) So yeah no clue what your doing wrong cause it works fine for me.

Could be the fact that I've been exporting it at 64x64 and no larger. That and I use inkskape.
Title: Re: [B18] Shotgunfrenzy's Mods. 7/12/2017 Things Are Expanding!!!
Post by: Shotgunfrenzy on December 08, 2017, 07:06:13 PM
9/12/2017
Added mod:
256x256 melee weapon texture pack
Title: Re: [B18] Shotgunfrenzy's Mods. 7/12/2017 Things Are Expanding!!!
Post by: Mst on December 08, 2017, 08:41:38 PM
It would be very nice to have comparison shots of the weapon texture changes. Right now they look cool and clean on the large image, but it's not the way we see them in the game. Hard to spot the difference in real rimworld especially after a long load while enabling/disabling the mod.
Title: Re: [B18] Shotgunfrenzy's Mods. 7/12/2017 Things Are Expanding!!!
Post by: Shotgunfrenzy on December 10, 2017, 08:50:08 AM
10/12/2017
Added mod:
Building stone tiles requires research
Title: Re: [B18] Shotgunfrenzy's Mods. 7/12/2017 Things Are Expanding!!!
Post by: Shotgunfrenzy on December 10, 2017, 09:57:27 PM
11/12/2017
Mod updated: Faceplates 1.3
Hat wearing issue has been fixed
Title: Re: [B18] SF Mods 12/12/2017 Things Are Expanding!!!
Post by: Shotgunfrenzy on December 16, 2017, 02:45:25 AM
16/12/2017
Mod added:
Buildable Ancient objects
Title: Re: [B18] SF Mods 12/12/2017 Things Are Expanding!!!
Post by: SpaceDorf on December 18, 2017, 05:09:20 AM
That is a nice one.

Now I can truly finish the ancient highways I build with Jec's Roadwork.
Title: Re: [B18] SF Mods 12/12/2017 Things Are Expanding!!!
Post by: Shotgunfrenzy on December 18, 2017, 08:12:35 AM
Quote from: SpaceDorf on December 18, 2017, 05:09:20 AM
That is a nice one.

Now I can truly finish the ancient highways I build with Jec's Roadwork.

@SpaceDorf and as a great form of cover, they are slightly buffed than vanilla ones
Title: Re: [B18] SF Mods 12/12/2017 Things Are Expanding!!!
Post by: Shotgunfrenzy on January 16, 2018, 06:55:32 AM
16/01/2018

Mods added:
Stuffed animals
Orbital traders sell stone chunks
Title: Re: [B18] SF Mods 12/12/2017 Things Are Expanding!!!
Post by: Harry_Dicks on January 16, 2018, 10:47:20 AM
Quote from: Shotgunfrenzy on January 16, 2018, 06:55:32 AM
16/01/2018

Mods added:
Stuffed animals
Orbital traders sell stone chunks

Nice! I'm excited to see how Stuffed Animals compares to Taxidermy, http://lttlword.ru/rimworld-mod-taxidermy

EDIT: Looking around the files, in Taxidermy you can't even rotate the stuffed animals! Looks like it's on to Stuffed Animals! ;)

EDIT2: Gosh dangit, neither of them are rotatable.. :-\
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: Shotgunfrenzy on January 17, 2018, 02:03:53 AM
17/01/2018
Mod added:
Simple oil lamp

Mod updated:
Vanometric tech. (Previously known as craftable vanometric cells)
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: RemingtonRyder on January 18, 2018, 03:19:55 PM
The oil lamp's fuel efficiency is a bit wacked. When filled, it gives about two days of light. But a chemfuel generator can run over twice as long on 20 units of fuel.
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: Shotgunfrenzy on January 19, 2018, 12:30:23 AM
Quote from: MarvinKosh on January 18, 2018, 03:19:55 PM
The oil lamp's fuel efficiency is a bit wacked. When filled, it gives about two days of light. But a chemfuel generator can run over twice as long on 20 units of fuel.

Thanks Marv
Yeah I original had it at 5 and a few people said it was too little
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: Canute on January 19, 2018, 03:05:02 AM
Just tell them to do some math.
A chemfuel generator give 1500 W enough for 20 standard lamps with 75W.
And with 20 chemfuel it rins 5 days.

Sure a burning lamp isn't that effectiv like a generator, but 1 lamp 1 chemfuel for 5 days should do it.
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: Shotgunfrenzy on January 19, 2018, 08:52:24 AM
Yeah I updated the download back to 5 chemfuel for two days, of anyone disagrees with that it takes all of 20 seconds to change the xml :)
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: RemingtonRyder on January 20, 2018, 05:18:24 PM
The oil lanterns also have a smaller light radius. Not that I mind, it's perfect for illuminating a small room or the dark places where miners work. But it's something I took into account when I tinkered with the fuel usage rate. :)
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: Shotgunfrenzy on February 03, 2018, 10:31:11 PM
4/2/2018

Mod added:
Simple underground conduit

5/2/2018
Mod added:
Craftable serums
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: Harry_Dicks on February 13, 2018, 12:26:59 PM
Mister Shotgun Frenzy, I was wondering if you could please elaborate on how your faceplates work with hats? Is this because in the defs the faceplates covere eyes and teeth? I haven't tried it yet, but do you know if your faceplates work with hoods, for example the ones from Rim of Madness---Cults? Do they only work with gear that goes on the top of the head, but not over the full head?

Anyway, I was curious if you could answer any of that for me, because I've been thinking about expanding on your mod for myself. I would like to have some sort of cool and interesting demon/cultist/whatever masks to wear under my hoods. I'm thinking if your masks don't work with things that are full head, and only top of head, I will need to do some modifications to hoods. I suppose I could make hoods only top of head in the defs, like a hat, and then I could still use them and your faceplates, correct?

I think that there's a lot of potential with faceplates, just browsing through "masks" on something like Pinterest for ideas, there is a ton of really, really cool looking masks that I think would be awesome to have in the game. I need to work on my art skills, though. I'm thinking I could probably use something public to make a frontal mask not too hard, but I'm not sure about how I would make the side look decent. But maybe with the right hood graphic, I won't even need to have a side view! Hmmm, might have to give some a try later on ;)
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: Kori on February 13, 2018, 01:10:44 PM
A very good collection of useful mods, thank you!
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: Harry_Dicks on February 13, 2018, 01:17:34 PM
Maybe if possible, I was thinking of how I could use the stuff from "Animal Ears" like a faceplate. That way, my cultists could have the ibex ram horns, or deer antlers, or a thrumbo horn coming off of their heads, even with a hood on! I'll just edit the hood defs as well if I need to. Just imagine these "ears" posted below with whatever headgear you wanted, with or without the cults mod. I think this will be an awesome aesthetic. Also, bonus points that you can have the animal "ears" as whatever color you want them! Damn, this is sounding more awesome the more I think about it ;D I think I will work on this today, at least give it a shot.

If your mod is working the way I think it is, then I think I will only make hoods top of head, but not things like power armor helmet, because the "ears" should probably be hidden beneath these. If I was a great artist make we could have a "power armor helmet with thrumbo horn slot" or something interesting for the different helmets and "ears". Diana Winters has something nice like this in the Orassans mod, they have little kitty ears on top of their armor helmets, how cute! :P

I have been thinking a lot about how I wanted some pawns to have horns or something cool coming off of their head. Jecrell is doing something like this with elves ears for the LotR mod. The mod Forsakens had a custom race and it's pawns had horns coming off of them. There's also this cool weaponglow comp in the bow, although it is only half finished, the spear looks really nice with it on, especially if you compare the on/off versions. Anyway, I'm thinking I can avoid any sort of anatomy/pawn addition headaches, by not having pawns with actual horns, but just have them as simply a new piece of headgear that can stack with other headgear.

Animal Ears https://ludeon.com/forums/index.php?topic=37748.0

Forsakens https://steamcommunity.com/sharedfiles/filedetails/?id=1215253121

(https://image.ibb.co/ncSwqR/9_Animals_Title_JPG.jpg)

Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: Shotgunfrenzy on February 13, 2018, 09:18:39 PM
Quote from: Harry_Dicks on February 13, 2018, 12:26:59 PM
Mister Shotgun Frenzy, I was wondering if you could please elaborate on how your faceplates work with hats? Is this because in the defs the faceplates covere eyes and teeth? I haven't tried it yet, but do you know if your faceplates work with hoods, for example the ones from Rim of Madness---Cults? Do they only work with gear that goes on the top of the head, but not over the full head?

Anyway, I was curious if you could answer any of that for me, because I've been thinking about expanding on your mod for myself. I would like to have some sort of cool and interesting demon/cultist/whatever masks to wear under my hoods. I'm thinking if your masks don't work with things that are full head, and only top of head, I will need to do some modifications to hoods. I suppose I could make hoods only top of head in the defs, like a hat, and then I could still use them and your faceplates, correct?

I think that there's a lot of potential with faceplates, just browsing through "masks" on something like Pinterest for ideas, there is a ton of really, really cool looking masks that I think would be awesome to have in the game. I need to work on my art skills, though. I'm thinking I could probably use something public to make a frontal mask not too hard, but I'm not sure about how I would make the side look decent. But maybe with the right hood graphic, I won't even need to have a side view! Hmmm, might have to give some a try later on ;)

I have no clue my dude, when b18 came out my code didn't work, so I had to get Swenzi to make a harmony patch for it to work again, basically to my knowledge it just allows two items to be equipped on the head, but at the moment there's a weird bug with the vanilla code where the game doesn't really know what to do with two head layers, so sometimes the faceplates are behind the helmet/hat and other times they are above it
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: Shotgunfrenzy on February 13, 2018, 09:21:12 PM
Quote from: Kori on February 13, 2018, 01:10:44 PM
A very good collection of useful mods, thank you!

Thanks
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: Mehni on February 14, 2018, 03:41:42 AM
A good collection, and it just keeps getting better.
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: Harry_Dicks on February 14, 2018, 07:45:22 AM
YES! I am so excited for Orbital Trader, if it does what I think it does. Since I will just be able to call them at anytime, this will eliminate the need to requesting caravans. I don't really mind the caravans, but some situations where I'm at mid game and needing to call caravans 24/7 from all of my allies non stop to buy steel or whatever, it means that I've almost always got at least a couple trade caravans on or very soon to be on my map. I'm sure that they don't add an insane amount of lag, but when I'm already kinda near the "tipping point" of what I am willing to accept, then every little bit makes the difference. Animals will get slaughtered, and I want to kick the traders out when I'm done with them.

That might be a fun little flavor mod. If you could right click the trader on your map, and on the context menu, there would be a new entry to "dismiss trader".

Anyway, thanks so much for this! No longer need "More Trade Ships" which is nice, but I am still sitting there trying to rely on a random number, which I don't like for certain things.

Now if we could only get option to integrate Rikiki's MiningCo. Spaceships mod, and have a few different models of different "cargo/trader ships" that would fly down, land at your landing bay/docking area, and finally the ships cargo bay opens up and your goods need to be hauled on and off of the ship by your haulers manually. I just think it would help a ton with immersion. I think I made a post a week or so ago on Rikiki's thread talking about how awesome it would be if we could have that whole "unmanned spaceship" mod idea expanded upon. How awesome it would be to have automated caravan cargo ships taking resources from one colony to another. Makes me think back to Anno series, where you had your cargo ships automatically picking up and dropping off resources from one island to another. Same thing with picking up and dropping off troops.

Ahhh, I think we will have this one day, after 1.0 hits there's going to be some great stuff that gets started I'm thinking ;)
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: Mufflamingo on February 14, 2018, 09:28:10 PM
Someone pls make a bunny suit mod for the bunny ears.
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: CplCuddles on February 25, 2018, 02:35:14 PM
Quote from: Shotgunfrenzy on February 03, 2018, 10:31:11 PM
4/2/2018

Mod added:
Simple underground conduit

5/2/2018
Mod added:
Craftable serums

Simple underground conduit doesn't work. The terrainAffordanceNeed is set to Undefined, but apparently that just means it can't be placed at all. I tried to fix it, I couldn't.
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: The_Spare_Ace on February 28, 2018, 01:36:15 AM
Where is the research for the craftable mech serums? I can't find it anywhere in the tech tree.
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: TryB4Buy on March 29, 2018, 12:09:57 AM
Oh finally, rain removing filth. I always got mad when vanilla had torrential rain with blood and throw-up that could withstand near flooding.

Can this be made for other weather types? Like having snow cover up blood, or toxic fallout denature vomit?
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: Chicken Plucker on March 29, 2018, 07:25:31 PM
boiii when you gonna tell me you made a ludeon  8)

*I was in cryosleep for 2 months ok pls*
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: Shotgunfrenzy on March 30, 2018, 04:22:20 AM
LOL

dude this forum page is literally a meme XD
Title: Re: [B18] SF Mods 12/12/2017 REEEEEEE more mods
Post by: CplCuddles on April 20, 2018, 01:56:57 AM
Quote from: Shotgunfrenzy on March 30, 2018, 04:22:20 AM

I have suggestion for the "Corpse Fueled Generator." Change the default filter, it will take all corpses, humans and otherwise. Idk about most people but I'd just want this for human corpses. All that has to be done is as follows below.

Change this.
<li Class="CompProperties_Refuelable">
        <fuelConsumptionRate>1.0</fuelConsumptionRate>
        <fuelCapacity>4.0</fuelCapacity>
        <fuelFilter>
             <categories>
                 <li>Corpses</li>
             </categories>
        </fuelFilter>
</li>


To This.
<li Class="CompProperties_Refuelable">
        <fuelConsumptionRate>1.0</fuelConsumptionRate>
        <fuelCapacity>4.0</fuelCapacity>
        <fuelFilter>
             <categories>
                 <li>CorpsesHumanlike</li>
             </categories>
        </fuelFilter>
</li>


I also added a research req.
<ResearchProjectDef>
<defName>CorpsePower</defName>
<label>Corpse Power</label>
<description>Learn that burning bodies can be harnessed for electrical generation.</description>
<baseCost>1000</baseCost>
<techLevel>Industrial</techLevel>
<prerequisites>
<li>ElectricCremation</li>
</prerequisites>
<researchViewX>6</researchViewX>
<researchViewY>7.3</researchViewY>
</ResearchProjectDef>
Title: Re: [B18] SF Mods 2018 REEEEEEE more mods
Post by: dr33mz33 on October 27, 2018, 05:32:19 PM
Could you put up a link for quality treatment 1.0 that doesn't require steam? Thank you so much !
Title: Re: [B18] SF Mods 2018 REEEEEEE more mods
Post by: Smexy_Vampire on November 12, 2018, 06:52:21 AM
corps gen work in 1.o ? i would love my field of zombies to fule my bace :D
Title: Re: [B18] SF Mods 2018 REEEEEEE more mods
Post by: WolfgangPolska on April 09, 2019, 04:02:28 PM
Any chance to update your mods to 1.0? I would love to use them :/
Title: Re: [B18] SF Mods 2018 REEEEEEE more mods
Post by: Mehni on April 10, 2019, 03:14:54 AM
They are.

https://steamcommunity.com/profiles/76561198325939800/myworkshopfiles/?appid=294100&numperpage=30
Title: Re: [B18] SF Mods 2018 REEEEEEE more mods
Post by: TryB4Buy on November 08, 2020, 08:14:12 PM
This is now in version 1.2 vanilla, right? If so, nice!
Title: Re: [B18] SF Mods 2018 REEEEEEE more mods
Post by: Canute on November 09, 2020, 12:42:10 AM
Not by the author.
But many 1.1 mods still works at 1.2, you should check the mod discussion about it.
Title: Re: [B18] SF Mods 2018 REEEEEEE more mods
Post by: Hydromancerx on January 31, 2021, 05:02:03 PM
@Shotgunfrenzy

Can Mlie please update your mods in his "Continued" mods so these are not lost? Thanks in advance!