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Topics - eatKenny

#1
Releases / [1.2] Ancient Asian Weapons (08.11.2020)
October 09, 2016, 03:29:18 PM
License:
This mod is licensed under the Creative Commons Attribution-ShareAlike 4.0 International license.









Description:

inspired by mod Medieval Times, this mod adds some additional ancient asian weapons. If you have any further interesting weapons want to add just leave a comment. ;)

List of added melee weapons:

- Feng-Huo-Lun
- Kabutowari
- Ninjato
- Kukri
- Kris
- Chui

- Jian
- Dao
- Dah
- Kampilan
- Katana

- Bo
- Naginata
- Yari
- Ji

List of added ranged weapons:

- Blowgun (shoots poisoned darts)
- Shuriken
- Chu-Ko-Nu (shoots 4 arrows)




Weapon sheet:

Ancient Asian Weapons




DOWNLOAD R1.2:

Mediafire



If you like this mod please support me, it will make me motivated ;)



#2
hi folks, i've started a colony focusing on drug production, but i didnt know which drug brings the most profit, so i started a project which is to research the economy based on growing and producing drugs, and the research has been extended to other plants too.

here is the sheet:
https://docs.google.com/spreadsheets/d/1QJ9IcBpTYMW1TBKpD4CoUG8XQAWrS-XGiDOBd40kOLE/edit?usp=sharing

preview:


and the result in my opnion:

Drug production:
- on ground: Beer
- on hydroponics: Flake

Food/other production:
- on ground: Corn
- on hydroponics: Rice

#3





this mod simply adds some creatures from the game "Silent Hill". Its a new faction so you need to start a new world.

for now test only, may not balanced yet. feedbacks and suggestions are welcome.

in further development i will try to add more creatures.

some textures are from mod Apparello

DOWNLOAD V_0.6:
https://www.dropbox.com/s/rnyqjwueyw4v1yy/SilentHillMod_v0.6.zip?dl=0



changelog:


v0.6 (04.06.2016)
- adds a new creature "creeper"
- adds some new weapons for the creatures
- adds a new weather "heavy fog" which can last a long time
- texture update and balances

#4
Synthmeat



Adds the ability to create delicious, green Synthmeat to your colony's diet.
(allows vegetable matter to be processed into a delicious meat-like substitute)

Note: this mod is an update for the old mod "Synthmeat", all credits goes to original author Psyckosama

Download see attachment.



[attachment deleted by admin - too old]
#5
Panzer Muffalo








License:
Creative Commons License Attribution-ShareAlike 4.0


General:

this small mod adds "panzer muffalo" used by trader to carry trade goods, they are armored and stronger then normal muffalo.


DOWNLOAD R1.0:

Dropbox

Mediafire

#6
Help / custom melee attack?
February 09, 2016, 02:53:10 PM
hi, i want to make the sledgehammer from my mod "High Caliber" to deal double damage to the buildings, and when attacking human or animal it has 25% chance to stun them(like bullet stun chance). i was editing the verb_MeleeAttack but seems not working:/

any one want to help?
#7
License:
Creative Commons License Attribution-ShareAlike 4.0









General:

This mod adds several well balanced vanilla-like weapons. If you would like to add a specific weapon/firearm just leave a comment and i will consider the suggestion ;)

list of added firearms:

- PM
- Jericho 941
- SIG Sauer P320 (NEW)
- Walther P99
- Glock 30
- FN Five-seven
- Heckler Koch Mark 23
- Desert Eagle
- Smith Wesson Model 500

- Saiga-12K

- PPSh-41
- PP-91 Kedr
- Uzi
- FN P90TR
- Heckler Koch MP5A3
- Heckler Koch UMP45

- AK-104
- Heckler Koch G11
- FAMAS G2
- SIG SG553
- Steyr AUG A3
- Heckler Koch G36
- AKS-74U
- AK-47

- Steyr Scout (NEW)
- Heckler Koch G3
- FN SCAR-H
- MK14 EBR

- Walther WA 2000
- Accuracy International AWM
- Barrett M82
- Dragunov SVU

- FN Minimi (NEW)
- Heckler Koch MG4
- RPK

- Heckler Koch XM25 CDTE




High Caliber "Realism":

There is a "Realism" extension in the ZIP-file, this extension rebalances all firearms, including firearms and turrets in vanilla game based on their real life performance. If you want to enable this extension please activate it after the main mod "High Caliber".

This extension does NOT overhaul the basic combat system of vanilla game, it only adjust attributes of the firearms. There shouldn't be any compatibility issues with other mods, however if you're using other weapon mods you may notice some balance differences.

key notes:
- In general the firearms are more lethal than vanilla game.
- Effective range, bullet speed and penetration value are more realistic, e.g. the penetration of rifle rounds is now much more than pistol rounds.
- The charged weapons now deals "plasma burn" damage instead of "bullet" damage, cause more pain when hit, armor value against "heat" will effect the penetration.




Weapon Sheet:

See below the sheets for the firearms, "HC RL" is for the "Realism" extension.
HC weapon sheet




DOWNLOAD R1.2:

Mediafire





change log (R1.2 / 21.08.2020):
- update to R1.2
- adds SIG Sauer P320
- adds Steyr Scout
- adds FN Minimi

change log (R1.1c / 07.06.2020):
- balance update for "Realism" extension

change log (R1.1c / 24.05.2020):
- adds Uzi
- adds Heckler Koch G11
- adds Heckler Koch G3
- adds Walther WA 2000
- adds RPK
- Heckler Koch Mark23 now uses .45ACP +P cartridge like in real life, it's more powerful than normal .45 ACP rounds
- renames the Defs for better further development (new start may needed)
- art removed
- firearms now can be biocoded
- you can now get steel when you melt unwanted firearms
- further balancing





If you like this mod please support me, it will make me motivated ;)



#8
Help / Is there a simple way to use custom motes?
June 28, 2015, 03:16:53 AM
like:

step 1: chose a texture
step 2: make a .xml def
step 3: using it in .dll vanillalike
#9


to save my time to maintain, this mod is now an extension of my other mod "Turret Collecion". see below:

https://ludeon.com/forums/index.php?topic=6895.0





Anti-tank weapons

this mod adds 2 guns: Anti-tank rifle and Anti-tank rocket launcher which deals armor-piercing damage.

Anti-tank rifle:

- Damge: 35 Armor-Piercing
- Range: 37
- Market value: 850
     
      <AccuracyTouch>0.50</AccuracyTouch>
      <AccuracyShort>0.95</AccuracyShort>
      <AccuracyMedium>0.75</AccuracyMedium>
      <AccuracyLong>0.45</AccuracyLong>



Anti-tank rocket launcher (single-use, manual aim/fire):

- Damge: 25 Bomb + (if direct hit) 51 Armor-Piercing
- Range: 28
- Market value: 350
     
      <AccuracyTouch>1.00</AccuracyTouch>
      <AccuracyShort>1.00</AccuracyShort>
      <AccuracyMedium>0.90</AccuracyMedium>
      <AccuracyLong>0.80</AccuracyLong>



Screenshot:





DOWNLOAD:

https://www.dropbox.com/s/iwlqeb5fdo7zl41/Anti%20Tank%20Weapons_A12.zip?dl=0


you can use anything from this mod without asking, enjoy!
#10
Mods / (mod idea) realistic heating
February 01, 2015, 05:42:40 AM
hi all,

just a concept of more realistic heating:

it's somehow a copy of vanilla power system, power generator in here will be heat generator (like a boiler), it won't heatup a room but have a heat output. there will be heat conduit which like power conduit but transmit heat. the radiator is like vanilla electric heater but it must connect to heat conduit and no need of electric power. battery here will be heat tank (thermal energy storage) which saves heat power.

if someone is kind enough to do the .dll job i'll finish the rest.
#11
Help / how to make a building that can't be claimed?
January 25, 2015, 02:00:05 PM
want make some "decoration" in the map which don't do anything and can't be claimed or deconstructed :P
#12
Version Found: W | 0.8.671

Summary: Debug log "tried to destory already destroyed thing: fire...." appears during an explosion.

Steps to Reproduce:
1. set a pawn on fire
2. do a bomb damage to this pawn
3. if this pawn is killed by this bomb damage, Debug log will say "tried to destory already destroyed thing: fire...."

Notes: not game-breaking but annoying

PS: Screenshot is 0.8.657, i just tested it in 0.8.671, the bug still exists.


[attachment deleted due to age]
#13
Outdated / [A15] Industrialisation (04-09-2016)
January 02, 2015, 05:41:57 PM
Industrialisation

Note:
due to lack of time i have to give up this mod permanently, if someone is interested to maintain/update this mod you will have my green light. all the resource from this mod are open for using. thanks for the support!











this mod adds some heavy industries to the game, e.g. concrete, mine, nuclear power plant and new trader ship "deep space mining ship".


Concrete:
- research: concrete production.
- use concrete mixer to produce concrete.
- use concrete to build concrete wall and other stuff related objects.
- with "concrete floor patch" you can build concrete floor and paved tile with concrete.

Copper:
- a type of metal, not so strong as iron or steel, but provide lots of beauty.
- use copper to build stuff related objects.

High-grade Steel:
- stronger than steel, using electric arc furnace to produce.

Electric arc furnace(EAF):
- where you make high-grade steel and some other jobs too.
- requires research "electric smelting" and very power hungry.

Skydriller:
- a device to oder a plasma drilling at certain location, will creat a mining hole.
- market value 3500, you can buy this device from deep space mining ship or combat suppiler.
(thanks to Rikiki for helping the "beam effect")

Deep Mine:
- can only be built on a mining hole.
- more mining skill means more resource gain.
- power consumption: 3200W.
- with "Water Patch" it will need water as "fuel" to cool down the drill head.

Refinery:
- automatic refinery accelerates the mining speed at deep mine by 20%.
- only one refinery can be linked to deep mine.

Nuclear Power Plant:
- research: nuclear power plant.
- requires uranium as fuel.
- power output: 15kW.
- enemies will attack the power plant.

Aluminium:
- a type of metal softer and lighter than steel but provides some beauty.
- use aluminium to build stuff related objects.



"Concrete Floor Patch"
- overhauls vanilla concrete floor and paved tile, they are now made of concrete and have more beauty.



"Water Patch"
- brings water into the game, this patch overhauls some vanilla buildings.
- build hand water pump or electric water pump(needs research) to get water.
- some buildings need water to be built, some need water as "fuel".
- most meals need water as ingredient.


A Nice Add-on from MasterDihtung
MasterDihtung's Ore Pack
eatKenny's Industrialization Addon





DOWNLOAD A15:
https://www.dropbox.com/s/4m30qf6inz0meu5/Industrialisation_A15.zip?dl=0




Changelog:


2016-09-04 update:
- updated to A15
- Adds "Water Patch".

2016-08-18 update:
- Adds "Concrete Floor Patch".

2016-07-24 update:
- A14 update.
- deep mine nolonger requires drillhead or coolant, for balance, more power consumption and less resource gain.
- some other balances.

2016-04-21 update:
- A13 update.
- reworked deep mine, adds refinery.
- some balances.

2016-01-24 update:
- adds combat realism patch, so you can craft armor vest with high-grade-steel now.

2015-09-20 update:
- rebalances for copper, copper floor, concrete
- remake texture copper and copper ore(more like oxidized copper)

2015-09-06 update:
- A12 update
- removes some features that not so useful or need to be rework
- Mining with Deep Mine now related to mining skill
- some other balances


v0.9:
- initial reelease

v0.91:
- new stuff: bronze
- more stuff to mine
- some balances

v0.95 beta
- lots of balances
- nuclear power plant reworked
- added skydrill / mining hole

v0.96
- Alpha 9 update
- adds aluminium, geothermal heater and hazmat suit
- rebalanced nuclear power plant

v0.97 beta
- adds iron, steel, 2 types of furnace, concrete foundation and new floors
- vanilla game overhaul
- balances

v0.98
- A10 update
- ditched some not so useful thing and small balances

v0.99
-A11 update


#14
Outdated / [MOD] (Alpha 8) Concrete Obsession (hotfix!!!)
December 28, 2014, 07:26:40 AM

Note: this mod will not be updated, you can fine all content in my new mod Industrialisation





Adds concrete as a construction material, more HP but harder to build. Beauty 0
you can produce concrete from concrete mixer, cost 1 stone chunk and 1 steel, produce standard 8 concrete.
reseach "concrete production" to unlock concrete mixer

hotfix: you can now use the mod for your saved games ;D





DOWNLOAD:
https://www.dropbox.com/s/mj9v5vbumnstclv/Concrete%20Obsession.rar?dl=0

you can download from attachment too.

[attachment deleted due to age]
#15
Outdated / [MOD] (Alpha 8) Nuclear Power Plant
December 24, 2014, 12:55:25 PM
Note: this mod will not be updated, you can fine all content in my new mod Industrialisation





since [MOD] "Atomic Power" seems not updating, i decide to make a simple nuclear power plant myself.

update 25.12.2014
- refined the texture a little bit and fixed the alpha bleeding of the texture.

cost: 3000 Steel, 500 Uranium
power output: 24000 W

need research to build.
can't be placed under roof
-100 beauty






build a proper power plant worth dying for ;)









it's an improvised mod so it may not balanced, you can edit cost and power output in ThingDefs yourself (even if you know little about moding)

PS: if i'm good enough at programming(but i'm not) i'll make nuclear reactor and cooling tower separately, reactor produces electricity and A LOT of heat(more power output more heat), cooling tower however only handels the heat reactor produces. and i'll make something like power conduit to tranfer the heat from reactor to cooling tower.

if the reactor is heavily damaged or destoryed while running there will be a nuclear disaster.
if you haven't build enogh cooling tower or they got destoryed and you kept the reactor running, the reactor will overheat and there will be a nuclear disaster.

that's quite realistic i think ::) so if anyone want to give a try...


DOWNLOAD:
https://www.dropbox.com/s/obaak768sblfbg8/Nuclear%20Power%20Plant.rar?dl=0

you can download from attach too.

[attachment deleted due to age]
#16
Help / a noob c# question, about a tick based loop
December 24, 2014, 09:52:52 AM
i'm trying to make a tick based loop to simulate smoke from chimney, basically "throw smoke" every second.

i started writing something like this but don't know how make this loop :-\


private int Burnticks = 60;

        public override void Tick()
        {
            base.Tick();
            Burnticks--;
            if (Burnticks == 0)
            {
                   MoteMaker.TryThrowSmoke(base.Position.ToVector3Shifted(), 4f);
            }
#17
Mods / [Mod Request] fire sprinkler
December 22, 2014, 05:59:15 PM
can be placed like lamp and with almost transparent texture (to simulate that they are mounted on ceiling).
when actived they can put out fire within a certain radius.

#18
General Discussion / anyone miss the old log wall?
December 22, 2014, 01:31:30 PM
i'd like to see it back :'(

no stuff system, just a old-fashioned "Log Wall" button.
#19
defaut bomb damage is set to 50, how can i change it?

i tryed to change it in "GenExplosion" but seems not working.
#20
Help / how to trigger a weatherevent like lightning?
December 19, 2014, 05:21:35 PM
hi all,

i'm working on a porject including (tactical) nuclear strike and fallout. i made a new weatherevent:
public class WeatherEvent_Nukeflash : WeatherEvent

and i found this, can i trigger this event with this? and how? solved ;)
Find.WeatherManager.eventHandler.AddEvent((WeatherEvent)Activator.CreateInstance(this.eventClass));