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Topics - Nebbeh

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1
Mods / (Mod Help) Refridgerated Hopper?
« on: January 15, 2017, 04:27:14 AM »
So I am trying to make a refridgerated hopper. I have managed so far to make it require power. But I have no idea how to make it a certain temp to freeze food in it. Any help would be super awesome :)

Neb

[attachment deleted by admin due to age]

2
Outdated / [A16] Neb's Fapparel
« on: January 13, 2017, 05:13:14 AM »
Small and easy mod that adds Apparel equivalent items.
These are only craftable to make an easier sorting of stockpiles. I found myself really annoyed not being able to sort these after materials for recycling purposes.

Should work like I hope. My modding skills are extremely limited so be nice to me  :P

Can also be found at http://steamcommunity.com/sharedfiles/filedetails/?id=841172440&searchtext=

Edit: Added Fuque (Tuque wich is now also craftable from leathery.)
Edit: Added Futton-down shirt
Edit: Added Armor Fest and Personal Fhield. (Crafting of Personal Fhield is now tested and working. 240 Plasteel and 20 components. Might need balancing, feedback appreciated.)
Edit: Added Farkas
Edit: Added Fawboy Hat


Neb

[attachment deleted by admin due to age]

3
Mods / (Mod check help) Neb's Fapparel
« on: January 13, 2017, 04:52:09 AM »
Ok, I tried to make this mod after seeing if anyone else could do it. I copied some defs and renamed some stuff.

Primary goal was to create duster/pants/t-shirt that does not drop from raiders and can only be crafted for stockpile sorting goal.

First: <commonality>1</commonality> if I set that to 0 will it not drop from raiders then? That is my primary goal.
Second: Can anyone see if there is something I need to change? Not sure if I did everything right, seems to work ingame when I tested it.

[attachment deleted by admin due to age]

4
Mods / Mod request disable Mechanoid in ruins
« on: April 19, 2016, 12:03:18 PM »
Any chance someone could make a mod that disables the mechanoids that spawns in ruins inside mountains? I've had so many colonies wiped at the beginning now because I open a ruin with 3-5 mechanoids...

5
Mods / Quick def help question
« on: April 16, 2016, 08:14:03 AM »
  <RoofDef>
    <defName>RoofConstructed</defName>
    <label>constructed roof</label>
    <isThickRoof>false</isThickRoof>   <---- If I were to change this to true, would that make "overhead mountain" ?

And would that make it impenetrable from mortars and dropraids?

6
Mods / Mod Request Landing Zone?
« on: April 14, 2016, 05:35:35 PM »
I always seem to land way to far away from where I want to set up my base. Would it be possible to create a mod to decide where I land?

7
Mods / Mod request Map Editor?
« on: April 10, 2016, 12:58:51 PM »
As of a13 and the loss of my favorite map I've been searching for a map editor. Found a online editor that's way old and unusable. Does anyone feel up for the work/challenge of creating something like this?

Don't know if this is still possible, since I'm kinda surprised there isn't one already.

8
Help / Need help updating a mod.
« on: April 08, 2016, 10:17:30 PM »
As I am nowhere near being able to do this on my own (currently breaking and fixing the game testing changing def files :P)

Is there anyone around that can help me update this small mod Soylent Green to a13? One of my most important mods on my playtroughs and is unsupported by OP, so have been updated once by a forum user.

https://www.dropbox.com/s/60k3woozl9bu0fu/Soylent%20green.7z?dl=0

Would be super appreciated

Nebbeh

9
Mods / [Request] Crafting table lock
« on: March 15, 2015, 10:44:50 PM »
I know there is a mod to lock crafting tables to skill level.

But are anyone out there able to make a mod that locks the different tables to certain pawns. I would love to lock the different tables to certain pawns instead of to their skill levels.

Thanks in advanced for any replies.

Neb

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