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RimWorld => Releases => Mods => Outdated => Topic started by: Shinzy on December 26, 2014, 11:23:19 AM

Title: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: Shinzy on December 26, 2014, 11:23:19 AM
(http://i.imgur.com/6eckLWE.png)

Materiello
Add bunch of new materials to your game
(previously part of the Apparello mod, found it way easier to maintain this separately)

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

Feedback would be appreciated alot! (Big thanks to Loki88 & shenzya for bug stomping!) the metals doesn't differ much from eachother
too much currently just some wepon damage modifiers at the moment
the better ones need more skill to make

Fabrics i've worked alot more on, they have very basic pointers in their descriptions on what kind of defence they provide (Sharp++ Blunt+ Electric- etc.) 

Download
Mediafire - Materiello v1.2 (http://www.mediafire.com/download/6obhwqq7uhzgj1v/MaterielloV1.2.zip)

(https://i.creativecommons.org/l/by-sa/4.0/88x31.png)
http://creativecommons.org/licenses/by-sa/4.0/

(http://i.imgur.com/qhvODGh.gif) (https://ludeon.com/forums/index.php?topic=9015.msg89082#msg89082)
Poke the fish for all my other mods

Did I forget anything? I don't think I forgot anything
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!)
Post by: Evil o ViiRuS on December 26, 2014, 11:25:32 AM
Thanks for making this mod if i find any problems with it i will let you know.
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!)
Post by: Evul on December 26, 2014, 12:49:39 PM
Like it! This also make it more possible to make modmods or submods :D

Or mods dependent on this :D
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!)
Post by: Temeez on December 26, 2014, 03:05:13 PM
So much pretty colors, this is awesome for variety! Thank you for making/updating this and keep up the awesomeness!

Edit: the indents in the .xml files needs fixing ;)
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!)
Post by: Match on December 26, 2014, 03:53:26 PM
Bahahaha, Cummingtonite has quite a few more metallic properties than I would of imagined.
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!)
Post by: Dragoon on December 26, 2014, 06:37:58 PM
I download and use simply because you made it.

........................,,-~*~,,
......................./:.:.:.:.:.|
......................|;.;.;.;.;./
......................|.;.;.;.;.|
............._,,,,,_.).;.;.;.;.|
.........,,-":.:.:.:."~-,;.;.;.|
........(_,,,,---,,_:.:.);.;.;..",,
......,-":.:.:.:.:.""-,,/;.;.;.;.;.",
.....(:.__,,,,,,,,,___);.;.;.;.;.;|
...../"":.:.:.:.:.:.:¯""\;.;.;.;.;.,"
....\",__,,,,,,,,,,,__/;;;;;;;;;/\
.....\.::.:.:.:.:.:.:.;.);;;;;;;;;/:\
.......\,,,,,---~~~~;;;;;;;;,"::::\
.........."""~~--,,,,,,,,,,-"::::::::::\
...................\::::::::::::::::::::::\
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!)
Post by: Patrykbono20 on December 26, 2014, 06:40:27 PM
I Download :D
Ok, now we wait of Apparrello :D

New game is needed for this?
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!)
Post by: Shinzy on December 27, 2014, 06:06:08 AM
Quote from: Patrykbono20 on December 26, 2014, 06:40:27 PM
I Download :D
Ok, now we wait of Apparrello :D

New game is needed for this?

no need for new game, should work just fine!
did not pop any errors for my ongoing colony

@Dragoon, now I'm tempted to make really really ridiculous mod just so you'd have to download it =P *poke*
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!)
Post by: Dragoon on December 27, 2014, 10:30:05 AM
Challenge accepted!
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!)
Post by: Loki88 on December 29, 2014, 09:21:48 AM
For some reason when I try to make synthread, Carbon fiber pops out...  ???
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!)
Post by: Shinzy on December 29, 2014, 10:19:47 AM
Quote from: Loki88 on December 29, 2014, 09:21:48 AM
For some reason when I try to make synthread, Carbon fiber pops out...  ???

Ooohh!
oops
(http://i.imgur.com/33Mqx.gif)

copy paste error =P
I fixded it! (gna update the download link in a second!)

Edit: Done! thanks Loki! also 88, the best year *thumbs up*
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!)
Post by: Loki88 on December 29, 2014, 10:33:47 AM
Quote from: Shinzy on December 29, 2014, 10:19:47 AM
Quote from: Loki88 on December 29, 2014, 09:21:48 AM
For some reason when I try to make synthread, Carbon fiber pops out...  ???

Ooohh!
oops

copy paste error =P
I fixded it! (gna update the download link in a second!)

Edit: Done! thanks Loki! also 88, the best year *thumbs up*

I don't think many people will be making synthread, but I figured I'd let ya know. When I get a new mod like this I literally have to go through and make at least one of everything  :P
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!)
Post by: Shinzy on December 29, 2014, 10:46:24 AM
Quote from: Loki88 on December 29, 2014, 10:33:47 AM
I don't think many people will be making synthread, but I figured I'd let ya know. When I get a new mod like this I literally have to go through and make at least one of everything  :P

I did, too but I hung my brain on the coat rack while waiting for all the recipes to get made ;D
none of them brought up any errors so I was happy.
Not the first time one of my recipes pops out the wrong product =P there's been stuff like this everytime I update/release something no matter how many times I check or double/triple check everything

Sometimes I feel like a rogue with max ranked out disarm but zero spot ability
no wait make that bard
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!)
Post by: Loki88 on December 29, 2014, 10:58:31 AM
Quote from: Shinzy on December 29, 2014, 10:46:24 AM
Quote from: Loki88 on December 29, 2014, 10:33:47 AM
I don't think many people will be making synthread, but I figured I'd let ya know. When I get a new mod like this I literally have to go through and make at least one of everything  :P

I did, too but I hung my brain on the coat rack while waiting for all the recipes to get made ;D
none of them brought up any errors so I was happy.
Not the first time one of my recipes pops out the wrong product =P there's been stuff like this everytime I update/release something no matter how many times I check or double/triple check everything

Sometimes I feel like a rogue with max ranked out disarm but zero spot ability
no wait make that bard

My job irl is to quality check and test things so it's about all I'm useful for in the modding world atm. A second set of eyes is always useful especially when you've probably been looking at this for how long to make it? :P

I'm in the same boat as dragoon anyway with the "Shinzy made = Download"
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
Post by: Shinzy on December 29, 2014, 11:02:33 AM
Quote from: Loki88 on December 29, 2014, 10:58:31 AM
I'm in the same boat as dragoon anyway with the "Shinzy made = Download"

Quote from: Shinzy on December 27, 2014, 06:06:08 AM
now I'm tempted to make really really ridiculous mod just so you'd have to download it =P *poke*
x2


and the extra pair of eyes, don't lose them =P
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
Post by: Loki88 on December 29, 2014, 11:13:03 AM
Quote from: Shinzy on December 29, 2014, 11:02:33 AM
Quote from: Loki88 on December 29, 2014, 10:58:31 AM
I'm in the same boat as dragoon anyway with the "Shinzy made = Download"

Quote from: Shinzy on December 27, 2014, 06:06:08 AM
now I'm tempted to make really really ridiculous mod just so you'd have to download it =P *poke*
x2


and the extra pair of eyes, don't lose them =P

Even if I do another pair is just a raid away! factions don't seem to mind you returning their buddies with no eyes, arms, and peg legs. (extended surgery comes in handy)
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
Post by: shenzya on December 30, 2014, 08:52:12 AM
more colors and variety , il like it .

i found a little bug , when a try to make some cummingtonite , it give me strohmite instead.
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
Post by: Shinzy on December 30, 2014, 10:05:09 AM
Quote from: shenzya on December 30, 2014, 08:52:12 AM
more colors and variety , il like it .

i found a little bug , when a try to make some cummingtonite , it give me strohmite instead.

You know when yesterday I just fixed the bit where making synthread would yield carbon fibre, I checked if all the fabric recipes would be correct (they were!, 90% sure)
then I thought if maybe I should check all the metal ones aswell
"Naaah! they're all fine!" *uploads the mod*

I don't learn from mistakes is the thing =P
and imma blame Loki for not noticing it

Thanks shenzya! is fixed now
(and I like your name)
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
Post by: Igabod on December 30, 2014, 10:08:55 AM
Quote from: Shinzy on December 30, 2014, 10:05:09 AM
and imma blame Loki for not noticing it

Who says he didn't notice it? He is named after the Norse god of trickery, deception, and mischief.
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
Post by: Shinzy on December 30, 2014, 10:10:01 AM
Quote from: Igabod on December 30, 2014, 10:08:55 AM
Quote from: Shinzy on December 30, 2014, 10:05:09 AM
and imma blame Loki for not noticing it

Who says he didn't notice it? He is named after the Norse god of trickery, deception, and mischief.

imma blame Loki for not telling me he caused it
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
Post by: Loki88 on December 30, 2014, 10:12:48 AM
Quote from: Shinzy on December 30, 2014, 10:05:09 AM
Quote from: shenzya on December 30, 2014, 08:52:12 AM
more colors and variety , il like it .

i found a little bug , when a try to make some cummingtonite , it give me strohmite instead.

You know when yesterday I just fixed the bit where making synthread would yield carbon fibre, I checked if all the fabric recipes would be correct (they were!, 90% sure)
then I thought if maybe I should check all the metal ones aswell
"Naaah! they're all fine!" *uploads the mod*

I don't learn from mistakes is the thing =P
and imma blame Loki for not noticing it

Thanks shenzya! is fixed now
(and I like your name)

I haven't fiddled with the metals too much yet except to notice that a bed built out of radioactive strontium is more restful than the others (for some reason I thought that a bed made of cummingtonite would be the most restful one ;) )

I figured more tinkering is likely to be done on the metals to make them a bit more different from one another so I would leave them be till then :P
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
Post by: Shinzy on December 30, 2014, 10:20:37 AM
Quote from: Loki88 on December 30, 2014, 10:12:48 AM
Quote from: Shinzy on December 30, 2014, 10:05:09 AM
Quote from: shenzya on December 30, 2014, 08:52:12 AM
more colors and variety , il like it .

i found a little bug , when a try to make some cummingtonite , it give me strohmite instead.

You know when yesterday I just fixed the bit where making synthread would yield carbon fibre, I checked if all the fabric recipes would be correct (they were!, 90% sure)
then I thought if maybe I should check all the metal ones aswell
"Naaah! they're all fine!" *uploads the mod*

I don't learn from mistakes is the thing =P
and imma blame Loki for not noticing it

Thanks shenzya! is fixed now
(and I like your name)

I haven't fiddled with the metals too much yet except to notice that a bed built out of radioactive strontium is more restful than the others (for some reason I thought that a bed made of cummingtonite would be the most restful one ;) )

I figured more tinkering is likely to be done on the metals to make them a bit more different from one another so I would leave them be till then :P

Aye I will need to think of more stuff for them to stand out more
but I figured I'd do that after I've updated apparello =P (if I can ever make that happen)
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
Post by: Loki88 on December 30, 2014, 10:28:19 AM
Quote from: Shinzy on December 30, 2014, 10:20:37 AM
Quote from: Loki88 on December 30, 2014, 10:12:48 AM
Quote from: Shinzy on December 30, 2014, 10:05:09 AM
Quote from: shenzya on December 30, 2014, 08:52:12 AM
more colors and variety , il like it .

i found a little bug , when a try to make some cummingtonite , it give me strohmite instead.

You know when yesterday I just fixed the bit where making synthread would yield carbon fibre, I checked if all the fabric recipes would be correct (they were!, 90% sure)
then I thought if maybe I should check all the metal ones aswell
"Naaah! they're all fine!" *uploads the mod*

I don't learn from mistakes is the thing =P
and imma blame Loki for not noticing it

Thanks shenzya! is fixed now
(and I like your name)

I haven't fiddled with the metals too much yet except to notice that a bed built out of radioactive strontium is more restful than the others (for some reason I thought that a bed made of cummingtonite would be the most restful one ;) )

I figured more tinkering is likely to be done on the metals to make them a bit more different from one another so I would leave them be till then :P

Aye I will need to think of more stuff for them to stand out more
but I figured I'd do that after I've updated apparello =P (if I can ever make that happen)

Apparello first indeed. I miss it so much :(
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
Post by: Shinzy on December 30, 2014, 10:31:53 AM
Quote from: Loki88 on December 30, 2014, 10:28:19 AM
Apparello first indeed. I miss it so much :(

Wait till you see all the copypaste errors in that one!
there's so much more to go wrong in that one ;D
I *can't* wait to fix all that stuff over and over
*dies a little*
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: Igabod on December 30, 2014, 10:33:47 AM
Is there a difficulty in the update process for apparello other than the sheer repetitiveness of it? Cause if the workload is the problem, you could delegate some of that responsibility out to someone else who can do a bunch of items for you (such as me). I'd be willing to donate an hour of my time to the cause for sure.
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: Shinzy on December 30, 2014, 10:38:07 AM
Quote from: Igabod on December 30, 2014, 10:33:47 AM
Is there a difficulty in the update process for apparello other than the sheer repetitiveness of it? Cause if the workload is the problem, you could delegate some of that responsibility out to someone else who can do a bunch of items for you (such as me). I'd be willing to donate an hour of my time to the cause for sure.
okiday imma pm you in a bit =P (Tried to get Skullwaggle help me a bit with some but I think he mite be not alive) I hope you can get lots done in an hour!

For iggy below! PMs not letting me to seend this ! (guh);
<Fur iggy>
http://www.mediafire.com/download/uy4cxddw8xbtm3d/apparel.zip

There's all the apparel (no hats! you don't want to have to deal with the flood of hats) and the categories should work ingame already
aaand you can get the textures from the A7 version so I didn't bother adding them =P

just need you to add the comfy temp thing to all of them aswell
don't have to define the values unless you really want to!
but I'll probably have to go through those myself anyhow so

feel free to leave any <!-- Iggy wuz 'ere --> tags in there =P

</Fur Iggy>
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: Igabod on December 30, 2014, 10:41:51 AM
As long as I'm not trying to figure out how to make something new out of pieces of other things put together (like my current project that I'm taking a break from) then I can generally work pretty fast.
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
Post by: Loki88 on December 30, 2014, 11:16:24 AM
Quote from: Shinzy on December 30, 2014, 10:31:53 AM
Quote from: Loki88 on December 30, 2014, 10:28:19 AM
Apparello first indeed. I miss it so much :(

Wait till you see all the copypaste errors in that one!
there's so much more to go wrong in that one ;D
I *can't* wait to fix all that stuff over and over
*dies a little*

If it's something simple like copy paste errors I can try batch fixing any I find and sending them to you if that's helpful. If not I guess I shall go back to pointing at errors and being useless :(
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
Post by: Shinzy on December 30, 2014, 11:24:23 AM
Quote from: Loki88 on December 30, 2014, 11:16:24 AM
If it's something simple like copy paste errors I can try batch fixing any I find and sending them to you if that's helpful. If not I guess I shall go back to pointing at errors and being useless :(
Youuu and me both! I also intend to be useless and let iggy do all the work ;D

But I'll trust you to point out all the copypaste errors when I get to that point!
(right now it's in a unplayable state so) imma try to remember when it's testable ;D
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
Post by: Loki88 on December 30, 2014, 11:33:25 AM
Quote from: Shinzy on December 30, 2014, 11:24:23 AM
Quote from: Loki88 on December 30, 2014, 11:16:24 AM
If it's something simple like copy paste errors I can try batch fixing any I find and sending them to you if that's helpful. If not I guess I shall go back to pointing at errors and being useless :(
Youuu and me both! I also intend to be useless and let iggy do all the work ;D

But I'll trust you to point out all the copypaste errors when I get to that point!
(right now it's in a unplayable state so) imma try to remember when it's testable ;D

Good luck to you then! My skills are still rather basic (I'm having a hard enough time trying to make an extra critter that doesn't look all derpy)
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: Neutromancer on January 13, 2015, 04:03:38 PM
Hey, this mod is really great, just one detail, in your material <statFactors> you're giving the materials <maxHealth> twice, first a value of 1 (same as steel) and then a value of 2.7 (slightly higher than plasteel), and the latter is getting ignored. Just a heads up (no idea which of the two you intended).
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: Shinzy on January 13, 2015, 05:03:32 PM
Quote from: Neutromancer on January 13, 2015, 04:03:38 PM
Hey, this mod is really great, just one detail, in your material <statFactors> you're giving the materials <maxHealth> twice, first a value of 1 (same as steel) and then a value of 2.7 (slightly higher than plasteel), and the latter is getting ignored. Just a heads up (no idea which of the two you intended).

Oh thank you! that was a good spot
usually the game has been kind enough to alert me if there's been duplicate of something
Just removed the duplicates! still gna need to change the values for each to differentiate them from eachother imma try do that soonish and then update

thought about adding floor tiles for all the metal types too! But I'm unsure if I should do that that might flood up the floor menu too much
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: Neutromancer on January 13, 2015, 05:36:56 PM
Cool! I noticed as I was searching all my installed mods for better health multipliers for my turrets and then when I built one using Xinite I realized the discrepancy.

Hey, I noticed that the fabricator needs some sort of Datacard/holocard but viewing the files I can't find any way to get one, any tips?
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: Shinzy on January 14, 2015, 03:47:22 AM
Quote from: Neutromancer on January 13, 2015, 05:36:56 PM
Cool! I noticed as I was searching all my installed mods for better health multipliers for my turrets and then when I built one using Xinite I realized the discrepancy.

Hey, I noticed that the fabricator needs some sort of Datacard/holocard but viewing the files I can't find any way to get one, any tips?
oh the holocards are my way to push some of the better materials to mid/late game
traders carry those, although *very* rarely, so you mite be limited to some of the crummier mats at start
I didn't want to make own trader just for this cause it would just make the other traders rarer especially if you have other mods that add traders (I could possibly make an optional trader def that overwrites one of the vanilla traders and changes their stock a bit so they carry those more frequently, if you want)
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: dareddevil7 on February 01, 2015, 05:22:14 PM
im having the same issue with getting data cards i just want to make lots of kevlar
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: Shinzy on February 02, 2015, 06:01:52 AM
Quote from: dareddevil7 on February 01, 2015, 05:22:14 PM
im having the same issue with getting data cards i just want to make lots of kevlar
I've had them pop up quite regularly on exotic traders but ofcourse if you've got tons of mods running the items become lot rarer =P so I may add crafting recipe, AI Core = data cards or so
it's the only thing that makes any sense for containing that kind of data =P

ofcourse when I eventually get around to it (Been feeling bit exhausted recently!) *Gurk! suffers sudden heart failure and slides under the table holding on to the big large bowl of koffie*
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: hesoyam on February 02, 2015, 10:57:47 AM
Quote from: Shinzy on February 02, 2015, 06:01:52 AM
(Been feeling bit exhausted recently!) *Gurk! suffers sudden heart failure and slides under the table holding on to the big large bowl of koffie*
Shinzy Rimram, modder. A man barely alive. Gentlemen, we can rebuild him. We have the technology. We have the coffee. We have the capability to build the world's first bionic modder. Shinzy Rimram will be that modder. Better than he was before. Better, stronger, faster.

(http://media.gadgetsin.com/2014/02/robocup_a_robcop_inspired_coffee_mug.jpg)
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: Shinzy on February 02, 2015, 02:45:44 PM
Project the innovations
Share them in public: Must
Uphold the lore

RoboMod!

https://www.youtube.com/watch?v=dOFvxcfDEJo


Edit: (I really really want the RoboCup now, too!)
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: Giraffe on February 02, 2015, 03:07:54 PM
Honestly I feel like some of the materials are simply too cheap from traders. At a certain point even xinite becomes less expensive per unit than steel.
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: hesoyam on February 02, 2015, 04:06:42 PM
Quote from: Shinzy on February 02, 2015, 02:45:44 PM
Edit: (I really really want the RoboCup now, too!)
(http://www.chipchick.com/wp-content/uploads/2014/01/robocup.jpg)
it does look like a good way to espresso yourself and trust me I've bean around the world...
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: HahaOhWow on February 15, 2015, 09:50:56 AM
Love it! Needed some new metals for my brawlers and I needed to learn the code for materials, thanks a ton!

Oh... One other thing, every pirate raid is now a pirate rave ohmahgawd the colors @.@ *throws shapes*
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: Shinzy on February 15, 2015, 09:55:44 AM
Quote from: HahaOhWow on February 15, 2015, 09:50:56 AM
Love it! Needed some new metals for my brawlers and I needed to learn the code for materials, thanks a ton!

Oh... One other thing, every pirate raid is now a pirate rave ohmahgawd the colors @.@ *throws shapes*

Blargh me hearrties!
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: szypkiyakwonsz on February 20, 2015, 11:04:00 AM
Damn, I'm so dumb with not reading the descriptions and wondering whole a8 what happened to my beloved materials.

How do you like the idea of hardened steel or alloys? Harder to get, need some work over it in exchange of better properties.
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: Shinzy on February 20, 2015, 12:06:36 PM
Quote from: szypkiyakwonsz on February 20, 2015, 11:04:00 AM
Damn, I'm so dumb with not reading the descriptions and wondering whole a8 what happened to my beloved materials.

How do you like the idea of hardened steel or alloys? Harder to get, need some work over it in exchange of better properties.
I'm not against getting harder working over it
but i'm running out of colours and I'm pretty sure they'd get to the op category after I differentiate the already existing metals from eachother some more

but I will keep this in mind!
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: Giraffe on February 27, 2015, 03:01:09 PM
You haven't used orange yet iirc. Or dark blue. or...light red

Also if devilstone swords light people on fire in one of these updates I'll eat my own socks

Also, if I could just talk about devilstone as a concept-- making swords that do more blunt damage than sharp damage is just brilliant, makes me wonder why we can't make stone swords.

Anyway I think you're great and this mod is great and obligatory poke at an update because I'm a jerk and you're probably already working on it and I should just leave it alone but it's like a tradition at this point.
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: Shinzy on February 27, 2015, 06:22:16 PM
Quote from: Giraffe on February 27, 2015, 03:01:09 PMand you're probably already working on it

*uncontrollable chuckle*

I would need some really modlike intervention for you having to eat your socks
if that's a promise I will ask around and see if I can make it happen ;D *poke*

There's too much blue materials already as is! but orange I'll keep in mind
and I don't think anyone would appreciate bright red
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
Post by: StorymasterQ on March 01, 2015, 07:41:42 PM
Quote from: Shinzy on February 27, 2015, 06:22:16 PM
Quote from: Giraffe on February 27, 2015, 03:01:09 PMand you're probably already working on it

*uncontrollable chuckle*

I would need some really modlike intervention for you having to eat your socks
if that's a promise I will ask around and see if I can make it happen ;D *poke*

There's too much blue materials already as is! but orange I'll keep in mind
and I don't think anyone would appreciate bright red

Try 'geoluhread'. That's a color, right?
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
Post by: Zallo on June 25, 2015, 05:02:31 PM


Quote from: Shinzy on December 27, 2014, 06:06:08 AM
now I'm tempted to make really really ridiculous mod just so you'd have to download it =P *poke*
They have snowmen in A11 now... Maybe you can do something with that. Make it rain snowmen? Make the snowmen attack when built? Maybe make all the snowmen yellow... don't eat 'em.
Title: Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Synthread≠Carbon Fibre fix
Post by: Shinzy on June 25, 2015, 06:08:30 PM
Quote from: Zallo on June 25, 2015, 05:02:31 PM


Quote from: Shinzy on December 27, 2014, 06:06:08 AM
now I'm tempted to make really really ridiculous mod just so you'd have to download it =P *poke*
They have snowmen in A11 now... Maybe you can do something with that. Make it rain snowmen? Make the snowmen attack when built? Maybe make all the snowmen yellow... don't eat 'em.
I don't really have the modding skills to make any of that happen! and I don't wannoo learn just so I can shove it on Dragoon to play it
(But I'm positive someone with skills gna mod in angry snowmen if we bug them enough!)