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Topics - Rikiki

#1
Hi,
1. What the circumstances were.
I received a prisoner rescue quest and travelled to the outpost (boreal forest tile).
The outpost is generated with a quarter of it over water/marsh (see attached pictures).

2. What happened.
Some electric furnitures like lamps are completely disconnected from the network.
Some part of the network are not connected to energy source (one battery is not connected to any solar panel).

3. What you expected to happen.
I would expect the furniture to be connected with waterproof conduit.
I would expect the battery to be connected to at least one solar panel.

4. Steps we can follow to make the bug appear on our machine.
Generate a lot of outposts in boreal forest or cold bog biome. :-)

Please contact me if you need more details. I will be happy to help!
#2
Unfinished / [A15][WIP] CaveBiome
November 15, 2016, 05:20:22 PM
You ever wanted to build your colony in the depth of a caveworld?
Then this mod is for you! ;D

Go grab the WIP version here and let me know what you think about it. There is a "Download" button on the right. ;)



IMPORTANT! You must activate the Caveworld flora mod BEFORE CaveBiome mod.
This version of Caveworld flora is completely different from the old one!

Main features:
* you start in a cave. :o
* no light (except from cave wells), do not try to build solar panels... ::)
* completely new flora.
* disabled some events like flashstorm (this should not affect other biomes!), modified others (so mechanoid ship part only crash in a cave well).

Notes:
1) Balance and other tweaks are under progress, please let me know your feeling about it. :)
2) To avoid breaking all vanilla mechanics for other biomes, drop-pod raids can still happen... :(

Any feedback is warmly welcome!!! :D
#3
1. What the circumstances were: I bought 4 fertilized chicken eggs from a caravan trader.
2. What happened: the eggs finished their maturation and spawned 4 wild chicks.
3. What you expected to happen: I was expecting the eggs to spawn tamed chicks.
4. How we can reproduce the bug: buy some fertilized eggs from a trader and wait! :)
#4
Hi all!

I am playing with AI in my last mod and I think I found a bug. :-\

1) Effect: when a storage building has some free space and several items can be hauled there by haulers from different factions, there is a conflict in the cell reservation leading to a raised error in Verse.AI.ReservationManager.Reserve function.
2) Expected result: the faction1 pawn shall continue hauling until the target cell is filled by the faction2 hauler.
3) How to reproduce:
* have pawns of different factions with hauled job enabled (here Anna and Tynan). => Tynan here is pure random! ;D
* place several items on the ground (here several pistols)
* place a storage building (here an equipement rack)
* wait for pawns to begin their haul job
* the debug window should plop open with red error messages (see below).

I know this cannot happen in vanilla for now as non-colonist pawns don't have their work settings enabled with
pawn.workSettings.EnableAndInitialize();
I am just trying to help! :)

#5
Mods / [Texture help] M&Co. Outpost supply ship
March 14, 2016, 05:44:44 PM
Hi all!

I am working on the next version of M&Co. Outpost mod.

I need some help at texturing as usual. :P
What I need is the texture for a supply ship 18x9.

Here is a sketch of how I imagine it:


With the areas purpose legend:


And the naked landing pad (for dimensions):


All textures are derived from vanilla and mrofa's nice artwork (can be found here and in other pages of this thread).

mrofa, shinzy, are you in?
You guys are my best hope! :D
pdn file with all layers can be found here.

Bonus:
a picture of one generated big outpost:
#6
Hello all!

This mods intend to generate a random M&Co. outposts on map generation.
It can be hostile or neutral.
You can interract with it to try and capture it. Need obviously some balance(!) with some bad room content (megascarab eating dead bodies? ::)) ;D

I am about to go on a holiday break and I fear I will not be able to finish this before leaving. :P
So I decided to post it here so you can give me your feedback on this early version.

I am particularly interrested in small room pattern ideas (please post a screenshot ;)).

Download:
M&Co. Outpost generator V0.8

Future plans:
* add more rooms pattern
* add an energy perimeter fence 8)
* add the possibility to realise contracts for the M&Co. (e.g.: mine and stock X amount of steel and exchange it for some silver and various equipment (apparel, weapon...).
* Make those outposts more alive with some citizens? Will be the hardest part!!! :-[
* other little things that will come to my mind.

Enjoy! :)
Rikiki
#7
This thread regroups Rikiki's MiningCo. mods: designed to fit to the best with vanilla ambiance.
Those mods add some content from a fictive famous mining company: Mining & Co.

They are independant, so you can only pick the one you are interrested in! :)
Please see this thread for my other miscellaneous mods.

Download
Rikiki's MiningCo. mods
Rikiki's MiningCo. sources on GitHub

Features
MiningCo. MMS: adds a device able to scan the heart of mountains for mettalic objects. Every dwarf's dream come to reality... 8)
MiningCo. Mining helmet: adds a mining helmet to help you mining more efficiently and not fear the dark galleries anymore!
MiningCo. Alert speaker: adds an alert speaker which prevents you from danger and provides your colonists some adrenaline bonus.
MiningCo. Laser fence: adds an advanced laser fence to get rid of those pesky critters roaming your potato farm! 8)
MiningCo. Force field: ideal to protect yourself from a rain of tribal arrows or pirate bullets. ;)
MiningCo. Laser weapons: a partial WIP version is available
MiningCo. Outpost generator A13: adds a pseudo-random outpost generator.
MiningCo. Power fist: utility weapon able to repel enemies and stun them. Deals additional damage to mechanoids.
MiningCo. Projector: utility turret used to spot and light hostiles in its perimeter. Very useful during dark nights.
MiningCo. Drill turret: utility turret used to automatically drill nearby ores and designated rocks.
MiningCo. Spaceship: adds cargo, medical and dispatcher spaceship and air support (for a price)!
#8
This thread regroups Rikiki's miscellaneous mods: designed to fit to the best with vanilla ambiance.
Each one expands a particular aspect of the game.

They are independant, so you can only pick the one you are interrested in! :)
Please see this thread for MiningCo. mods.

Download
Rikiki's Miscellaneous mods
Rikiki's Miscellaneous sources on GitHub

Features
Fish Industry: adds fishing to the game, from simple fishing pier to the advanced aquaculture basins.
Caveworld flora B18!: adds some pretty mushrooms glowing in the dark caves of this world.
Cave biome A17!: adds a new biome: the caves.
Mechanoid terraformer A12!: adds a mysterious event. This does not sound good at all...
Campfire party A13!: adds a pyre to organize parties for your colonists!
#9
Hi all!
Here is my last baby: the Fish Industry mod! :D
It still needs some polishing but is highly playable as is.

I would be grateful if you could provide me your feedback, especially about:
1) balancing: fishing and meat production in aquaponic basin.
2) Should I separate the fisher job from the hunter job? What about experience then?
3) Any other advice is welcome!

Futur plan, credits, etc... coming soon, I need to sleep right now... so tired :P

Download: FishIndustry WIP
#10
Mechanoid terraformer

  Everyone knows the mechanoids ultimate purpose is to eradicate every trace of organic life. To achieve this objective, they invade and colonize every planet they come across.

Their relentless logic has lead them to prepare their invasions. Beware if a mechanoid terraformer is landing near your home! You planet will soon be doomed...

Warning! Spoiler ahead! If you want a full experience, please only download the mod and play until you encounter the mechanoid terraformer incident. Reading the following may ruin a part of the suprise.

Download

Mechanoid terraformer V10.2
Mechanoid terraformer V10.2 source
=> for modders



















Still reading?

















Okay, you wanted it! Here is the mechanoid terraformer harnessing some power.



Features

Adds a new very bad event: the mechanoid terraformer.
Adds a hidden defensive building unlocked after extracting the weather controller from the mechanoid terraformer: the skywrath controller. Unleash the sky's wrath upon your ennemies! 8)

Skywrath controller targetting:


Skywrath controller unleashing its (evil) power:


Planned features

Set a distinctive texture for the skywrath controller.
Balance, balance and balance!

Technical support

Balancing a mod is difficult. Please leave me your feedback to improve this mod.

Changelog


V9.0
* Alpha 9 initial release.

V10.0
* Alpha 10 update.
* Fixed some possible exploits (extracting weather controller without disabling beacon first for example).
* Small UI improvements.
* Slightly reduced the frequency of strange thunderstorm.

V10.1
* Small correction in the Skywrath controller xml definition.

V10.2
* Skywrath controller power consumption increased during charge (6000 -> 7500).
* During other phases, needs only 20% of this power (so 1500).


Compatibility notes

Should be compatible with any mod.
This event does not include additional mechanoid types (like the crawler).

Credits

mrofa for the beautiful mechanoid terraformer and pylon textures. :D
Haplo for his job tutorial. I made good use of it! ;)

Modders note

You may be interrested in the following features:

  • Incident worker.
  • Custom job and workgiver.
  • Weather control! 8)

License

You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/.

Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.
#11
Help / Turret debugger hidden GetGizmos
March 14, 2015, 08:49:44 AM
Hi!

I am working on a sort of "advanced defensive building" and I would like to control the target selection function via gizmos (like the mortar "force target" gizmo).

Unfortunately, the GetGizmos function is hidden.
Can someone provide me this piece of code :D or should I ask directly to Tynan? ???

I am particularly interested in these steps:
1: click on gizmo
2: select target pawn/position
3: return the targetInfo
#12
Mining&Co.: Force field


  Local tribes are sometimes not really "cooperative" when an excavation outpost is established in "their" territory.
Force field generators are perfect to protect your security forces under a rain of arrows and pila.



Features

The force field generator is able to charge up and sustain a protective field which will absorb incoming projectiles.

  • Blocks incoming bullets and rockets. The heavier the caliber, the more power will be drained.
  • Is able to repel incoming low-velocity explosives (grenades). Watch out you crazy grenadier! ;D
  • When powered down, the generator will send back some of its energy to the power net.


Showroom



Dynamic effect when absorbing shot:


User manual


  • Research the integrated circuits from the M&Co. Common mod and force field research.
  • Build a force field generator to protect key positions.

Technical support

Mining & Co. is continuously trying to improving its product to raise its customers satisfaction.
Please leave us our feedback. Balancing cannot be done without you, loyal customer!


Changelog


V1.0
* Initial release for Alpha 8.

V9.0
* Alpha 9 update (decided to change the version number to reflect the current Alpha).
* Improved the energy management when initializing and during discharge.

V10.0
* Alpha 10 update



Compatibility notes

Mining & Co. is trying to make its mods modular. However, you need the Mining & Co. Common mod.
You need to activate Common mod first, for example:
- M&Co. Common
- M&Co. ForceField


Credits

No link with jaxxa shield. This mod has been coded from scratch. ;)


Modders note

You may be interrested in the following features:

  • Use of dynamic graphics and motes

License

You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/.

Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.


Download

Starting a new world/colony is NOT required!
M&Co.: Common V10.0
M&Co.: Common V10.0 source => for modders

M&Co.: ForceField V10.0
M&Co.: ForceField V10.0 source => for modders

#13
Unfinished / [Abandonned] Colonists final resting place
February 06, 2015, 09:17:49 AM
Following this idea, I am gathering citations for my next Alpha 9 mod.
I plan to add nice graves so your colonists have a nice final resting place.
Planned art following this style:


Citations pool:

  • Steve "Badass" Smith, lasts words: "I've taken mechs alone before".
  • Isabela Snakytongue (abrasive trait): "As cold in the marble than in her life".
#14
Prison-o-mat

    Delivering food in the middle of hostile and hungry convicts is not the most enjoying task. Why do it yourself while a machine can do it for you?



Features

Adds the prison-o-mat: a hardened version of the nutrient paste dispenser, specially designed to feed your hungry prisonners.

Notes:

  • The interraction cell of the prison-o-mat must be in a prison room.
  • Your colonists cannot use this machine, even when not in a prison!

Technical support

I am continuously trying to improve my mods. Please leave me your feedback!
I will enjoy any advice. :)

Changelog


V1.0
* Alpha 8 initial release.


Compatibility notes

Fully compatible with any mod. No need to restart a new colony. :)

Credits
None for now.

License

You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/.

Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.

Download

Prison-o-mat V1.0
Prison-o-mat V1.0 source => for modders
#15
Mining&Co.: Mining helmet

    Any miner has a solid helmet. But only Mining&Co. miners have helmets with a light!
This mod just adds a mining helmet whith a light... which actually lights the area! ;D




Features

Adds a mining helmet which light is turned on when a colonist is in a tunnel or in the dark.
The mining helmet also provide a small bonus to mining operations and some defense against blunt (falling rocks, tribal mace, ... ::)) and sharp damages.
You can craft this helmet at the M&Co. electronic workbench once the Energy pack research is completed (M&Co. Common mod is required).

Technical support

Mining&Co. is continuously trying to improving its product to raise its customers satisfaction.
Please leave us our feedback. Balancing cannot be done without you, loyal customer!

Changelog


V1.0
* Alpha 8 initial release.

V1.1
* Small improvement: lights should less flicker during movements. Really slow moving colonists may still suffer from epilepsy... :-\

V9.0
* Alpha 9 update (decided to change the version number to reflect the current Alpha).
* Now that equipement can also be ticked while worn, the Map_Component has been removed. This should greatly improve performance.

V9.1
* Simplified the code thanks to Haktrum propositions. This should improve performance for people having issues with "dynamic glowers".

V10.0
* Alpha 10 update


Compatibility notes

For mods combination purpose, this mod is split in 2 parts.
You need to activate both mods in this order:
- M&Co. Common
- M&Co. Mining helmet

Credits
Original mining helmet texture from the nice Labourer Apparel mod.
Code enhancements thanks to Haktrum propositions. :)

Modders note

You may be interrested in the following features:
  • Tick function on worn or dropped apparel.

License

You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/.

Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.


Download

M&Co.: Common V10.0
M&Co.: Common V10.0 source => for modders

M&Co. Mining helmet V10.0
M&Co. Mining helmet V10.0 source
=> for modders
#16
Caveworld flora

    Are you tired of those void caves?
You ever wanted to crash on a caveworld?

Then this mod is for you!




Features

Adds 3 kinds of cave plant that will enliven your dark caves.
Each plant can be harvested once mature.

  • Shimmershroom: nutritious and good as raw meal.
  • Glowbulb: nutritious but very bad as raw meal. Is better cooked.
  • Gleamcap: natural healing properties (can be used like herbal medicine). Mind the funny effect on a nearby colonist during eclipses... :D
Note: these plants will only growth on natural floors. You can get rid of them by constructing a floor or smoothing it.

Planned features

No more for now, but I am open for suggestions! :D

Technical support

Balancing a mod is difficult, especially with plants. Please leave me your feedback if you think there are too much of them.

Changelog


V1.0
* Alpha 8 initial release.

V1.1
* Small typo correction in plant def (harvestMinGrowth).

V1.2
* Small correction: "tried to destroy allready destroyed gleamcapSporeSpawner".

V1.3
* Small correction: gleamcapSporeSpawner parent was not correctly saved.
* Small correction: glower type on savegame loading is not updated if the plant is mature.

V9.0
* Alpha 9 update (decided to change the version number to reflect the current Alpha).
* Heavily nerfed the mushies so they don't flood all the empty caves and take much more time to grow (building an underground base will no more give you infinite free food... I hope ;))

V10.0
* Alpha 10 update.


Compatibility notes

This mod uses a MapComponent to work.
Easy way => start a new colony.
Technical way => Follow these steps.

  • Go into the CaveworldFlora\About directory.
  • Open the "How to add CaveworldFlora to an existing savegame.txt" file and follow the instructions.

Credits
Original glowing plant idea from Igabod. :)
A big "Thank you!!!" to Shinzy for all the beautiful art! :D
Thanks Haplo for the hint about the MapComponent. I used your well detailed "How to add XXX to an existing savegame.txt" mini-tutorial. ;)

Modders note

You may be interrested in the following features:

  • Small plant generation algorithms.
  • Magic and so powerfull MapComponent use!!!

License

You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/.

Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.


Download

Caveworld flora V10.0
Caveworld flora V10.0 source => for modders
#17
Hi guys!
I am working on a cave plant. As I cannot use the standard WildSpawner.TrySpawnPlantFromMapEdge function to spawn it from outside the map, I think my best option would be to add a call to my custom generation function in TickManager.DoSingleTick.

Has anyone already done it?
I heard about "hooking" in the past but I don't know how it does work. (RawCode? ::))

Thanks in advance!
#18
Mining&Co.: Laser weapons


  Dear customers, some of you recently reported a bounce of pirate activity in the rim sector. Mining & Co. is always trying to get its customers happy and "A dead customer is a bad customer!".

  • With our new alarm system, the alert speaker, you will never get cought sleeping in your bed during a pirate raid! (a light system is also provided for deaf people). => please see this thread
  • Once a threat has been detected, the Mining & Co. advanced laser weapons will tear it down quickly.




Features

Laser weapons are advanced weapons which fire laser beams. There are several kind of weapons:

  • Laser rifle: standard rifle, medium rate of fire, medium damage, high range
  • Prism rifle: shock rifle, medium rate of fire, high damage, short range
  • Laser gatling: suppression weapon, medium rate of fire, low damage, high range
  • High precision lasgun: superior sniper rifle. Very long range, medium rate of fire, high damage and nearly perfect precision.

User manual


  • Research the integrated circuits from the M&Co. Common mod.
  • Research the targeting module from the M&Co. Weapons mod.
  • Perform further research to unlock the different weapons.
  • Build the required parts at the security workbench.

Showroom

Security workbench and the crafted resources (targeting module, crysteel and weapon parts)...

... and a snapshot of the prism rifle 8)


Technical support

Mining & Co. is continuously trying to improving its product to raise its customers satisfaction.
Please leave us our feedback. Balancing cannot be done without you, loyal customer!

Next steps

  • Rework of the heavy lasgun...
  • Balance improvements based on your feedbacks!

Changelog


V2.2
* Splitted M&Co. Security enforcement into M&Co. AlertSpeaker and M&Co. Weapons for easier maintainability.
* Rework on the high precision lasgun (no more custom warmup animation, traded perfect accuracy for a better firing rate), should no more be OP like in A7.

V2.1
* Basic laser weapons updated to Alpha 8.
* Small damage and research costs tweaks.

V9.0
* Alpha 9 update (decided to change the version number to reflect the current Alpha).
* Increased research costs to fit vanilla durations.
* High precision lasgun damage slightly decreased (30 -> 25).
* Be carefull: those high-tech weapons should be stored in a dry warehouse (no warranty is provided if left rusting under the rain ;))

V10.0
* Alpha 10 update
* Increased laser gattling shots per burst (20 -> 30)
* Added quality component as for vanilla guns.



Compatibility notes

Mining & Co. is trying to make its mods modular. However, you need the Mining & Co. Common mod.
You need to activate Common mod first:
- Activate M&Co. Common
- Then M&Co. Weapons


Credits

Weapons texture adapted from original ViperLol ideas. :)

Modders note

You may be interrested in the following features:

  • Use of custom parameters
  • Dynamic textures drawing management (based on transparency)

License

You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/.

Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.


Download

Starting a new world/colony is NOT required!
M&Co.: Common V10.0
M&Co.: Common V10.0 source => for modders

M&Co.: Weapons V10.0
M&Co.: Weapons V10.0 source => for modders
#19
Mining&Co.: Alert speaker


  Dear customers, some of you recently reported a bounce of pirate activity in the rim sector. Mining & Co. is always trying to get its customers happy and "A dead customer is a bad customer!".

  • With our new alarm system, the alert speaker, you will never get cought sleeping in your bed during a pirate raid! (a light system is also provided for deaf people).
  • Once a threat has been detected, the Mining & Co. advanced laser weapons will tear it down quickly. => please see this thread


Features

The alert speaker device as its name indicates will warn you of a threat. According to the current level of danger, the alert speaker will emit a light and a siren sound:

  • No danger: green light, no sound
  • Low danger: yellow waving light, 2 loud sirens
  • High danger: red flashing light, 4 alert sirens
As every good manager knows, stressing your employees makes them work harder and faster (joking! ;D).
It is the same for your colonist when they have to defend their lives!
=> a low or high level of danger provides your colonists a bonus of speed and aiming time as well as a boost of adrenaline.
Warning! Prolonged exposition to danger tends to tire up your workers!

User manual


  • Research the integrated circuits from the M&Co. Common mod.
  • Build an Alert speaker near a wall/rock (located in the Security architect menu).
  • When an alert occurs and the alert speaker is powered, nearby colonists will get adrenaline bonus.

Showroom

Small adrenaline bonus:
http://i.imgur.com/2W1bvlK.png
http://i.imgur.com/0658oOi.png

Medium adrenaline bonus:
http://i.imgur.com/5LOOCz3.png
http://i.imgur.com/P9LHr7H.png

Alert is too long? ??? shhh, it's a surprise... ;D
Spoiler...

And a small story...
=> Alert speaker in action! <= 8)

Technical support

Mining & Co. is continuously trying to improving its product to raise its customers satisfaction.
Please leave us our feedback. Balancing cannot be done without you, loyal customer!

Next steps

  • Update the laser weapons [partially done]
  • Balance improvements based on your feedbacks!

Changelog


V2.1
* Splitted M&Co. Security enforcement into M&Co. AlertSpeaker and M&Co. Weapons for easier maintainability.
* Minro typo corrections.

V2.0
* Alert speaker updated to Alpha 8.
* Improved graphics and add of custom motes.

V9.0
* Alpha 9 update (decided to change the version number to reflect the current Alpha).

V10.0
* Alpha 10 update



Compatibility notes

Mining & Co. is trying to make its mods modular. However, you need the Mining & Co. Common mod.
You need to activate Common mod first, for example:
- M&Co. Common
- M&Co. AlertSpeaker


Credits

LowDangerAlarm.wav: see this page.

Modders note

You may be interrested in the following features:

  • Mood and apparel (bonus/malus stat) management
  • Use of dynamic glowers
  • Use of custom motes

License

You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/.

Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.


Download

Starting a new world/colony is NOT required!
M&Co.: Common V10.0
M&Co.: Common V10.0 source => for modders

M&Co.: AlertSpeaker V10.0
M&Co.: AlertSpeaker V10.0 source => for modders


If some people need a version without glowers, or static lights, I can provide another simplified version.

[attachment deleted due to age]
#20
    Mining&Co.: Mobile mineral sonar Mark III

      Surface resources are becoming scarce ? Wandering the plains is too dangerous for you ? Then Mining & Co. has THE solution for YOU!

    Mining & Co. is proud to present you the Mobile mineral sonar Mark III, one of the jewel of our mining systems collection. Thanks to our revolutionary MiSoTechTM, jointly designed and tested by our highly experienced teams of engineers and deep-space miners, the Mobile mineral sonar Mark III is an essential asset for every miner.

    Features

    • Scans the heart of big mountains for metallic objects.
    • Can be dismantled when the scan is finished. You only need to provide charged energy packs.
    • Battery-powered: the optional connection with a power net will boost scan speed.

    Showroom

    Mobile mineral sonar Mark III:


    Electronic workbench with its manufactured resources (energy packs are found in the architect power tab):


    Clients recommendations

    The Mobile mineral sonar Mark III is warmly recommended from our clients:
    "Now that I've got the taste of it, I cannot do without my pretty DeepLily. To me, she's more precious than my b*lls! Hey, you! Get your hands off, you're going to scratch her body!", Todd the Tough, deep-space miner.

    Technical support

    Mining & Co. is continuously trying to improving its product to raise its customers satisfaction.
    Please leave us our feedback. Balancing cannot be done without you, loyal customer!

    Changelog

    [/list]
    V4.0
    * Alpha 8 initial release.
    * Greatly simplified the techtree to fasten access to the Mobile mineral sonar.
    * Previous version and topic: https://ludeon.com/forums/index.php?topic=5930.0

    V9.0
    * Alpha 9 update (decided to change the version number to reflect the current Alpha).

    V10.0
    * Alpha 10 update.
    * MMS now detect uranium as well.


    Compatibility notes

    For mods combination purpose, this mod is split in 2 parts.
    You need to activate both mods in this order:
    - M&Co. Common
    - M&Co. MMS

    Credits
    RawCode for his help with the Alpha 8 dynamic recipe adding (System.Reflection).
    JabbaMonkey for his energy pack and mineral sonar module textures.

    Modders note

    You may be interrested in the following features:

    • Recipes at Electronic workbenches become available according to researches
    • Placement restricter
    • Draw dynamic textures and over fog

    License

    You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
    So this is basically licensed under http://creativecommons.org/licenses/by/4.0/.

    Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.


    Download

    Starting a new world/colony is not required!
    M&Co.: Common V10.0
    M&Co.: Common V10.0 source => for modders

    M&Co.: MMS V10.0
    M&Co.: MMS V10.0 source