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Messages - Adam561

#1
Mods / Re: Community mods pack
March 21, 2014, 08:18:38 PM
Changing the def names of items would be more than easy, it dost matter which mod is conflicting with another, Just pick one of the mods and change the def. Mot importance dost matter.
#2
Outdated / Re: [MOD] (Alpha 2) RayGun Mod (v.2.0)
March 13, 2014, 11:41:03 PM
Im having problems with finding the source for Gening new stuff.
#3
Off-Topic / Re: Recording help
March 13, 2014, 06:42:38 PM
No problem!
#4
Mods / Re: Community mods pack
March 12, 2014, 10:25:27 PM
Ok, I see now.

Just trying to make sure both sides of the discussion were visible
#5
Mods / Re: Community mods pack
March 12, 2014, 09:16:03 AM
Darker does have a point, at this point all a mod pack is is a collection of mods that anybody could put together. What a worthwhile and good mod pack adds is a balance mod. One that challenges the player to use every aspect of a mod to move on to the next one. So I can understand how making one for alpha 2/3 (maybe 4) would be "not worth it" or whatever. Until there is a very direct way to tie mods together and make one depend on the other, mod packs will just be a collection of mods, and not a pack of mods that function and work together to challenge the player
#6
Outdated / Re: [MOD] (Alpha 2) RayGun Mod (v.2.0)
March 11, 2014, 09:13:21 PM
(Sorry I'm on my phone now so I don't have the source with me arm)

So you are saying that it is possible to add new terrain tiles such as sand, dirt, and tiles/carpets. But it is NOT possible to add new ores such as uranium ore?
#7
Mods / Re: Community mods pack
March 11, 2014, 08:34:59 PM
This would allow for all of the mods to be in 1 folder so your mods folder doesn't get cluttered with 10 or so folders. It is also "easier and more manageable" to move 1 folder than 10 folders (I think). This would make it easy and more manageable for those special noobs who can't move multiple folders from one place to another
#8
Mods / Re: Community mods pack
March 11, 2014, 06:52:53 PM
With alpha 3 there might be a way to rewrite the way some mods are loaded, I haven't looked into the source though, just making a guess.

An example: have 3 mod folders inside a main mod pack folder "myModpack/modA, modB, modC" so the mod loader would just look inside one more directory. This would allow for mods to be enabled and disabled inside the pack
#9
Mods / Re: Community mods pack
March 11, 2014, 01:58:28 PM
I personally think that this is a great idea... If ts done right. All of the current mods all have to follow the same XML structure and can overwrite some of the original XML code. So making 5-10 mods work together wouldibt be too hard, just time consuming.

I think that this is a great project to work on to bring the modding community together. I would be extremely happy to join a team (if there is one) of people putting a pack together. So in other words... COUNT ME IN
#10
Outdated / Re: [MOD] (Alpha 2) RayGun Mod (v.2.0)
March 10, 2014, 06:42:49 PM
Is 400 hp for an uranium wall to OP?
#11
Mods / Re: [REQUEST] Robots mod
March 10, 2014, 12:57:59 AM
 ;) You know it
#12
I would, but i'm a mac person
#13
We cant forget Skyrim, gezz
#14
Off-Topic / Re: Recording help
March 09, 2014, 11:00:36 PM
You need for your line-in to be one of the audio inputs (I also have a mac :P)

YouTube it!
#15
Off-Topic / Re: Any minecraft players?
March 09, 2014, 10:58:47 PM
I do, well did, Thanks to RimWorld... (My Minecraft Replacement)