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Messages - Cryusaki

Pages: [1] 2 3 4
1
Mods / Re: Mod Request (clean your room!)
« on: July 08, 2018, 09:21:08 PM »
Great idea, Bucko!

2
Why behave like a parka? It seems like you would want the complete opposite. Given that it's armor it should be on the middle layer for clothing.

There are several medieval mods, one of them may have what you are looking for.

3
Mods / Re: [Mod idea] Hostile Plant
« on: September 06, 2017, 09:31:39 AM »
If I were to try and make a mod like this my idea to start would be to add verbs to the trees (Probably would need to create tree 'bodies' too) and make a hostile plant faction so when a player steps within melee range of a plant it tries to attack your colonists.

I'm not sure how this would effect game performance since it's like filling the map with hostile pawns checking to see if any colonists are within range over and over again

4
Mods / Re: [Mod Request] The Last Of Us
« on: August 26, 2017, 09:57:23 AM »
I got something in the works, it may take a little time though :)

5
Outdated / [A17] Tribal Smoke Signals (Low-tech Comms Console)
« on: August 25, 2017, 01:17:06 PM »


Description
     This mod adds two new buildings to the game; the 'Signal Fire' and the 'Tribal Trade Beacon'. Tribal colonies were never able to communicate with other factions in the game so this mod will allow you to do just that. The SignalFire is built, looks and requires to be refuled just like the campfire but pawns can interact with it as though it is a comms console. You cannot communicate with orbital trade ships, just ground factions.
     The Tribal Trade Beacon acts just like the Orbital Trade Beacon but does not require power and is built with wood.

Author
Cryusaki

Download
GitHub Link
Steam Link

6
Mods / Re: [Mod Request] North Korean Faction/outfits
« on: August 24, 2017, 12:09:48 PM »
Neat idea. It could be a simple 'Totalitarian Clothing Mod' since they all seem to enjoy their big suits and hats. Also Kim Jung Un's hair needs to be modded into the game
Reference Image

8
Outdated / [A17] WW1 Weapons Pack
« on: August 23, 2017, 07:29:55 PM »

Description
     This weapon pack will introduce 20 iconic weapons from World War 1. The graphics and game-play are meant to be vanilla friendly. I will be updating and modifying weapon textures and stats as the mods progresses. Please give the mod a try and feedback is always welcome.



Weapons
  • Rifles
    • Mannlicher M1885
    • Lebel M1886
    • Mondragon M1908
  • Sniper
    • Ross Rifle
  • Machine Guns
    • Madsen Machine Gun
    • Browning Automatic
    • MP18
    • Chauchat
    • Beretta M1918
  • Pistols
    • Borchardt C93
    • Mauser C96
    • Luger P08
    • Webley Revolver
    • Nambu Pistol
  • Grenades
    • Model 24 Stielhandgranate
    • Model 24 AntiTank
  • Melee
    • Trench Knife
    • Trench Club
    • Trench Shovel
    • Ice Axe

Author/Mod Team
     Myself (Cryusaki)

Download
Github Download Link

9
Help / Re: How do I make cats smarter?
« on: August 15, 2017, 12:12:24 AM »
This probably doesn't fit in the help section since its a mod request.

Regardless I will try and whip up a quick patch within 24 hours if it's as easy as I think it is

10
Mods / Re: Raid Size
« on: August 14, 2017, 08:54:58 PM »
I'd like to colony wealth effect raider equipment more than raider numbers. So fewer but better armed raiders attack than just bringing more people

11
Unfinished / Re: [A17] World War 1 Weapons Pack v0.6
« on: August 14, 2017, 08:43:24 PM »
Update: WW1 Weapons Pack v0.8

Weapons Added
  • MP 18
  • Chauchat
  • Trench Shovel
  • Ice Axe
  • Lewis Sentry Gun

@GngBngBus: I will try and make sure it's compatible with Combat Extended at release

@Razzoriel: I have added ingame screenshots of weapons on shelves and equipped

12
Unfinished / Re: [A17] Expanded Smokeleaf v0.7
« on: August 13, 2017, 09:52:50 AM »
Updated: Expanded Smokeleaf v0.8 Changelog (13/08/17)

- Added Smokeleaf infused meal
- Stoner and Hippie traits added
- Smokeleaf mote added when consuming joints
- Balance changes

13
Mods / Re: needed guidance on how to create a mod patch
« on: August 13, 2017, 09:11:57 AM »
Patching Tutorial Example
Patching Documentation

The first can be found stickied in the Help Section. The second can be found within the first link.

14
Mods / Re: Help with mod please :)
« on: August 08, 2017, 02:13:02 AM »
You're missing the generateCommonality tag. Look at the core xml code for weapons if you're not sure where to place it.

Code: [Select]
<generateCommonality>1.5</generateCommonality>

15
Unfinished / Re: [A17] World War 1 Weapons Pack v0.6
« on: August 07, 2017, 02:32:37 PM »
Right, I should have done that already. I'll have one for the next update :)

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