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Topics - skullywag

#41
I want to tell an animal ive spawned to travel to a destination and then exit map, if its attacked or interupted in some way it should be have as normal in that situation and then exitmap after a certain number of ticks.

I know how to:


newThing.mindState.exitMapAfterTick = Find.TickManager.TicksGame + Rand.Range(10000, 12000);


so the last point is taken care of.
I tried something along the lines of:


List<Pawn> list = new List<Pawn>();
list.Add(newThing);
StateGraph stateGraph = GraphMaker.TravelAndExitGraph(travelDest);
BrainMaker.MakeNewBrain(newThing.Faction, stateGraph, list);


to no avail.
Anyone have any clues?
#42
So i have some armour (my power armour mk2) it is red in the compcolorable as the only option, it is not made of stuff, infact it isnt craftable, when i return it as a product of a recipe I get white powerarmour (the same texture with no color overlay). Any ideas how i get this to use the ONLY color option ive allowed in the thingdef??? I would have thought it would be the same as spawning it into the world, which as per the dev option does indeed return a red suit of armour...

Granted i could just color the texture but thats not really what I want to do here.
#43
Ideas / Alert_NeedBatteries - can it be updated
July 09, 2015, 09:10:57 AM
Can it look for colonist buildings that implement the battery comp instead (for better compat with mods) and also youre missing a certain power generator check in there ;)
#44
I have held off giving my "name in game" stuff as I always had a plan to upgrade to the pirate king (hoping Tynan would let me keep skullywag as a nickname, i mean it suits a pirate beautifully). I have a few questions:

1. Is the current "leader" the pirate king role?
2. If I am going to upgrade should I do it soonish, before steam release?
3. Is there a deadline on name in game stuff or will you add more after release?
#45
Skullywags Misc Mods

Here are some mods that didnt really fit any particular category:

Click the images to download from my github.

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Ceiling, wall and path lamps that use less energy than vanilla (path lamp doesnt use power and is not complete yet).




Lattas coolers from RedistHeat mod, repackaged so they replace vanilla coolers, for those that wanted the nicer looking vents without the rest of the mod.
All thanks should be directed to Latta, I just repackaged it.



Lattas vents from RedistHeat mod, repackaged so they replace vanilla coolers, for those that wanted the nicer looking vents without the rest of the mod.
All thanks should be directed to Latta, I just repackaged it.


Makes cotton and devilstrand plants drop raw resource for processing, allows synthread and hyperweave to be crafted.

[/url]
Allows all medicine types to be crafted via new table.


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The ol roof bomb, allows removal of all roofs within a 3x3 radius, multiple may be required.


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A machine that allows the fixing of scars, right click with a colonist selected to send them here, warning takes time so make sure they are prepared for it.



Storage buildings that use a clever multistacking system (not merging like it used to), with the label and texture being updated to reflect actual stack contents (no more half stack image for a over fullstack stack), the input cell can still only ever hold 75 or 1 max stack. The clothing rack should also work now as well! You can thank DoctorVanGogh for this entirely, its all his work! Thanks buddy!
- Also contains a freezer chest that can freeze the items within it. Temporarily disabled.
Now has auto locking mechanism where it will accept only the 1st item type in the allowed list until its empty again, therefore stopping it gumming up and allowing the stacking mechanism to continue working. Thanks to Fluffy for this. Also Thanks to spdskatr for the 2.0 harmony release for A17. Also thanks to EldVarg for the texture overhaul.

[/url]
Moves frail and badback to spine and makes spines and other parts able to have surgery and be removed (pelvis eyes, ears, noes etc)and replaced.


[/url]
Adds a well for collecting water to allow the laying of water based "terrain", must be located near a natural water source, also adds composting bins that will take food and corpses and after a while produce compost, this allows laying most types of natural flooring.




Allows tailors to reclaim fabrics from apparel, amount of apparel reclaimed is based on degradation of the apparel and tailor skill.

I need to do another pass over some of the textures as they are a little off, but they are usable for now.

Thanks to mrofa for the Dermal Regenerator textures.

Please test the hell out of the Dermal Regenerator, i need to know if its too OP, or if ive got the time/sickness levels right?

Credit to Mipen for his deep storage code, ive used it in the storage buildings.

Thanks to Marnador for his awesome Rimworld font

License - You may do whatever you want with the code in my mods, except for straight updating it (leave that to me please) as long as you dont use it to make money in any way shape or form. This includes taking donations. Modpack owners I require a PM to request inclusion. Art within my mods may not be used without consent, some of the art was not done by me so PM me first.
#46
Skullywags Power Mods

Here are some power based mods:

Click the images to download from my github.


Batteries made from stuff, materials define capacity and efficiency, plasteel and uranium batteries do not explode. Beauty and hitpoints should be effected in the normal stuff based way.


Conduits made from stuff, same as above, uranium is fireproof.


Multisized solars made from stuff, same as above.


Normal solars made from stuff, same as above.


Thermals made from stuff, same as above.


Turbines made from stuff, same as above.



Adds a power cell dropped by the crash shipped part, can be used to build a power generation building that produces 2000 power at the cost of some heat.

Feedback on the numbers appreciated!

Thanks to Marnador for his awesome Rimworld font

License - You may do whatever you want with the code in my mods, except for straight updating it (leave that to me please) as long as you dont use it to make money in any way shape or form. This includes taking donations. Modpack owners I require a PM to request inclusion. Art within my mods may not be used without consent, some of the art was not done by me so PM me first.
#47
Skullywags Defensive Mods

Here are some defensive themed mods, click the images to download from my github:


Adds defence emplacements that use personal shields to produce a larger shield that can stop incoming projectiles, changes size as power levels change.


Simple walls you can fire from within.


Craftable shields that have a chance based on melee skill to stop damage at the cost of their hitpoints, kite shield has more hitpoints but slows pawns down more than the buckler. Currently allows firing if youre carrying a valid sidearm. Melee works as well. To add a mod weapon to be used as a valid sidearm just add a weapon tag as so:
<weaponTags>
      <li>MedievalShields_ValidSidearm</li>
    </weaponTags>



A personal shield that allows firing from within, slightly slower to charge and less capacity than a normal shield. Can be repaired at the machinist table at the cost of uranium (this actually just creates a new one so you can reroll quality, this may need balancing).


Power armour that is just slightly better than the vanilla one, repairable for plasteel as per the shield above.


Allows you to repair power armour and personal shields, repairing is a reroll of quality using the item as an ingredient (its a little tricky to manage this i know), costs plasteel for the armour and uranium for the shield.

I need feedback, especially on the MedievalShields. Theres a lot I can do with them, I wont explain the algorithm just yet I want to see what people think first.

License - You may do whatever you want with the code in my mods, except for straight updating it (leave that to me please) as long as you dont use it to make money in any way shape or form. This includes taking donations. Modpack owners I require a PM to request inclusion. Art within my mods may not be used without consent, some of the art was not done by me so PM me first.
#48
Skullywags Weapon Packs

Click the images to get the download from my github.


Long range weapons that can randomly stun enemies. Includes a turret. You need to buy laser capacitors from traders to build.


Weapons firing insanely fast projectiles that can randomly emp enemies, great against mechs. Includes a turret. You need to buy gauss magnets from traders to build.

Thanks to Marnador for his awesome Rimworld font

Thanks to the guys over at Goldhawk Interactive and Rmory Studios for making Xenonauts and creating such awesome art from which the weapons are derived from.

Thanks to Rikiki for writing awesome laser projectile code, without it my lasers would be meh.

License - You may do whatever you want with the code in my mods, except for straight updating it (leave that to me please) as long as you dont use it to make money in any way shape or form. This includes taking donations. Modpack owners I require a PM to request inclusion. Art within my mods may not be used without consent, some of the art was not done by me so PM me first.
#49
Ideas / Sandcastles
June 15, 2015, 12:32:45 PM
Like the snowman but can only be built on sand cells.

But if raiders kick it over....so help me void gods....
#50
Mods / Skullywags mods
June 15, 2015, 03:56:54 AM
Just a quick post to advise everyone that i am currently updating all my toys to A11. Im part way through and shouldnt be much longer.

I am however moving away from the model I changed to of lumping everything into 1 large pack of mods, i tried it to see if it would work for me and the forums and it didnt. I garnered very little feedback and there was a lot of confusuon.

So ive decided to revert that and go back to small single function modular mods. Im going very generalistic in naming (no fancy names just what the mod does in a nut shell).

Im hoping this will keep feedback directed to the individual mods, reduce confusion and above all make it easier for me because A10 was my worst time modding simply due to the way I was handling organisation of my mods.

Anyways thats it. Ill crack on with the updating. Keep eyes on my github if youre interested, a few more repos will start appearing over the next few days.
#51
Ideas / Modder Quality of life change
June 13, 2015, 08:48:10 AM
only a little suggestion, can we have the about.xml text be scrollable when too long for the mod page area ingame, as it is now it just cuts off the text. Would help with ingame instructions or listing stats for items in the mod.
#52
Unfinished / [WIP] Rimworld Forever
May 20, 2015, 12:15:56 PM
This will be an overhaul of sorts, with the main aim being to stay on the planet forever.

The "tech tree" will be completely redone from the ground up with the player having to go from nothing to everything in a logical way.

New items, buildings, weapons, apparel will be added along with everything being split into its relevant tech level, medievil for example will contain knight armour, crossbows etc.

Im open to any and all ideas but I have a base plan of what i want (a core if you will).

Crafting will be adapted where it feels logical (cotton plant -> cotton bolls -> cloth etc).

Change log:

19.05.2015:
Removed all buildings and research
Removed all starting resource (from mapgen)
Removed all starting equipment (from droppod)
Added log walls
Added log doors
Made leaf piles harvestable from bushes
Added log/leafy bed
Added log stool
Added log table
Added simple research table
Added bowyer table
Stuffed bows
Made bows craftable at bowyer table
Added Stuffed Smithing table (non powered)
Made some low level melee craftable at manual smithing table
Added automated smithing table (powered)
Made more advanced vanilla melee craftable at automated smithing table
Added stuffed manual tailor table (non powered)
Added stuffed automated tailor table (powered)
Made cotton plant drop cotton bolls
Made devilstrand plant drop devilstrand thread
Added spinning wheel
Made cloth craftable at spinning wheel
Added Loom (used for mixing fabrics eventually)
Changed uranium texture and colour to be more green to seperate it from steel a bit more.
Added research defs for hunting, animal prep, fabric processing, tailoring, carpet making, improved fabric processing, advanced fabric processing, fletching and bow making, improved ranged weaponry, melee weapons, automated melee weapon production, simple power

20.05.2015:
Added shield accessory
Made shield accessory render on pawn
Made shield accessory block damage based on melee skill




Also I am looking for texture help on this if anyone feels up to the task.

More to come.....lots more.
#53
Trying to do stuff to the pawn currently working on a worktable in its tick method but having problem referencing them, I dont want to to just check the interaction square as I forsee problems with doing it that way, anyone know of a way to get it in anyway, through the billstack or something?
#54
So no the best explanation but heres what I have:


using Verse;
using System;
using System.Reflection;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using Verse.Sound;
namespace RimWorld
{
public class OmniBuilding : Building
{
        private List<ThingComp> comps = new List<ThingComp>();
        //protected CompGlower glowComp;
        public CompGlower oldGlower;
        private ColorInt newcolor;
        public CompGlower glowComp;
        private ColorInt plain = new ColorInt(217, 217, 208, 0);
        private ColorInt red = new ColorInt(255, 0, 0, 0);
        private ColorInt orange = new ColorInt(255, 127, 0, 0);
        private ColorInt yellow = new ColorInt(255, 255, 0, 0);
        private ColorInt green = new ColorInt(0, 255, 0, 0);
        private ColorInt blue = new ColorInt(0, 0, 255, 0);
        private ColorInt indigo = new ColorInt(75, 0, 130, 0);
        private ColorInt violet = new ColorInt(143, 0, 255, 0);
        public List<ColorInt> colors = new List<ColorInt>();
        public float glowRadius;
        public override void ExposeData()
        {
            base.ExposeData();
        }
public override void SpawnSetup()
{
base.SpawnSetup();
            this.glowComp = this.GetComp<CompGlower>();
            glowRadius = this.glowComp.props.glowRadius;
            colors.Add(plain);
            colors.Add(red);
            colors.Add(orange);
            colors.Add(yellow);
            colors.Add(green);
            colors.Add(blue);
            colors.Add(indigo);
            colors.Add(violet);
}

public override IEnumerable<Gizmo> GetGizmos()
{
            // Do base commands
            foreach (var c in base.GetGizmos())
                yield return c;

            if (Faction == Faction.OfColony)
            {
                {
                    Command_Action light = new Command_Action();
                    light.defaultLabel = "Change Colour";
                    light.defaultDesc = "Change colour of light";
                    light.icon = ContentFinder<Texture2D>.Get("UI/Commands/Halt");
                    light.action = () => changeColour();
                    light.activateSound = SoundDef.Named("Click");
                    yield return light;
                }
            }
}

        public override void Destroy(DestroyMode mode = DestroyMode.Vanish)
        {
            this.glowComp.PostDestroy(DestroyMode.Vanish);
            base.Destroy(mode);
        }

        public void changeColour()
        {
            if (this.GetComp<CompGlower>() != null)
            {
                oldGlower = this.GetComp<CompGlower>();
                oldGlower.Lit = false;
            }   
            for(int i=0; i < colors.Count; i++)
            {
                if(colors[i] == this.glowComp.props.glowColor)
                {
                    int num = i + 1;
                    if(num >= 8)
                    {
                        num = 0;
                    }
                    newcolor = colors[num];
                }
            }
            if(glowComp != null)
            {
                glowComp.Lit = false;
            }           
           
            CompGlower myThingComp = new CompGlower();
            myThingComp.parent = this;
            CompProperties compProps = new CompProperties();
            compProps.compClass = typeof(CompGlower);
            compProps.glowColor = newcolor;
            compProps.glowRadius = glowRadius;
            myThingComp.Initialize(compProps);
            List<ThingComp> list = typeof(OmniBuilding).GetField("comps", BindingFlags.NonPublic | BindingFlags.Instance).GetValue(this) as List<ThingComp>;
            if (list != null)
            {
                for (int i = 0; i < list.Count; i++)
                {
                    if(list[i].props.glowColor != null)
                    {
                        list.Remove(list[i]);
                    }
                }
                list.Add(myThingComp);
                glowComp = myThingComp;
                typeof(OmniBuilding).GetField("comps", BindingFlags.NonPublic | BindingFlags.Instance).SetValue(this, list);
            }
            this.glowComp.Lit = false;
            Find.GlowGrid.MarkGlowGridDirty(Position);
            Find.MapDrawer.MapChanged(Position, MapChangeType.GroundGlow);
            Find.MapDrawer.MapChanged(Position, MapChangeType.Things);
            this.glowComp.Lit = true;
        }
}
}


This is a light that allows you to flip colours via a button in the gui, however it does not save that data, ive tried using scribes and cant seem to get anywhere with it and im guessing its the reflection thats not helping and that i setup the comp each time the game is loaded. So, 2 points:

1. any code improvements tidy ups (im always looking to learn)
2. How can make it so this saves the colour you set.

thanks.
#55
So minor its unreal, but its possible to crush a mote when a roof collapses as they are a thing that is spawned. The popup message will warn you saying "things crushed: mote".
#56
Anyone know a way of making this happen?

I have a recipe that needs 300 metallic stuff, 30 gold, 30 uranium. It NEVER gets crafted, I have over 3000 steel 70 gold and 75 uranium in stockpiles. Im guessing its getting confused by the stuff in the costlist.

Thoughts?
#57
I have a scyther, hes incap, but i can only "shutdown". Am I missing something? Could my mods have done something, I can see the recipe and the workgiver in the core folders and havent touched them as far as I know...

edit - oh wait, damaged....derrrrrrrrrrrrp, forgot about that rule.
#58
Help / Annoying alpha flickering
April 30, 2015, 12:34:09 PM
So i copied the vanilla door mover image coloured it brown and made a door def for it. When i place the door it flickers with white lines on the left and right of it as i mobe the camera, the vanilla one doesnt. Someone explain this wizardry to me. I can only assume saving as png-24 in photoshop is doing something to it???
#59
Help / Joy toils
April 23, 2015, 02:33:56 PM
Anyone have any info on these?

Im stuck trying to just extend the JobDriver_WatchBuilding so my pawns only stand in 1 spot near the building (interaction cell if possible) but ive never got to grips with toils, the joy ones are even more alien to me.
#60
POST IN BUILD PLEASE BEAR WITH ME!

For full pack download see bottom of post.

Individual downloads are on their relevant sections.

This is my personal modpack of all the mods ive built.

It currently contains:

Weapon Changes

Download OmniWeapons

A total overhaul of the vanilla weapons to make ballistics less lethal (about half the vanilla damage) this allows me to add in more tiers of weapons and not have them super OP and gives a feeling of progression and something to aim for. All weapons that are "ballistics" have a chance to jam based on their quality, it ranges from about 16% at awful to 0% at legendary. All weapons come with top down graphics for use when they are attached to turrets, which all ranged weaponry (including bows, excluding rockets) can do, this facility replaces the vanilla "free" turret.

An additional set of weapons that go into the same category as the vanilla ballistic weapons in that they dont do super damage. All these weapons jam based on quality.




AK47   MP5   Revolver   SA80   TAR21
            

Some other lower tier and explosive weapons that dont fit the ballistics category, these do not jam:





Flaregun   Flamethrower   RPG
      
Fires a flare that
lights an area if it hits
land, if it hits a pawn
it sets them on fire.
   Doesnt do physical
damage but sets stuff
(and squirrels) on fire

Some advanced weapons which are rather expensive:





Railgun
Vaporises targets
if it hits.

A set of less lethal weapons all of which are designed to help capture.





Stungun   Tazer   BeanBagShotgun   StunGrenades
         
Uses a new damagedef
of spasm to inflict incredible
pain hopefully downing
a target before killing them.
   Uses a new damagedef
of spasm to inflict incredible
pain hopefully downing
a target before killing them.
   stuns targets in place.   stuns targets in place.

A new tier of weapons above the classic vanilla ballistics that im terming "advanced ballistics", The art for these is derived from the indie game Xenonauts, these weapons can jam based on quality:




BallisticPistol   BallisticCarbine   BallisticRifle   BallisticScattergun   BallisticShotgun   BallisticPrecisionRifle
               

also adds an improved grenade in this tier, the Incendiary Grenade (improved molotov):




IncendiaryGrenade

the next tier of weapons is Laser, these weapons do pretty much the same damage as the untouched vanilla weapons, slightly less in some cases though, they also have a small chance to stun the target. Lasers do not Jam. The art for these is derived from the indie game Xenonauts. Massive credit to Rikiki for the projectile code without him these wouldnt exist.




LaserPistol   LaserCarbine   LaserRifle   LaserScattergun   LaserShotgun   LaserPrecisionRifle
               

also adds an improved grenade in this tier, the Fusion Grenade (high damage, lower spread):




FusionGrenade

The next tier is Charge weapons, these are based on the charge rifle from vanilla. Charge weapons do not jam.




ChargePistol   ChargeCarbine   ChargeRifle    ChargeScattergun   ChargeShotgun   ChargePrecisionRifle
               

also adds an improved grenade in this tier, the Charge Grenade (medium damage, higher spread):




ChargeGrenade

The next tier is Plasma weapons, these are high energy, very accurate weapons. Plasma weapons do not jam. The art for these is derived from the indie game Xenonauts.




PlasmaPistol   PlasmaCarbine   PlasmaRifle   PlasmaScattergun   PlasmaShotgun   PlasmaPrecisionRifle
               

This tier also has a minigun derivative:




PlasmaHeavy

also adds an improved grenade in this tier, the Plasma Grenade (High damage, higher spread):




PlasmaGrenade

-------------------------------------------------------------------------------------------------------------

Floor/Terrain Changes

Download OmniFloors

All terrain types are now buildable given the right resources are held.



All the stone based terrain needs the relevant stone blocks to build, water/mud can be built over with wooden platforms (and then have terrain placed over them) the dirt and water based terrain however needs a couple of extra things:





CompostBin   WaterWell
   
Food placed here will
rot faster than normal
and will turn into compost
when near to destroying
   The well needs to be
placed near a natural water
source and will allow
colonists to get buckets
of water, requires wood
for the buckets



----------------------------------------------------------------------------------------------------

Lighting changes

Download OmniLighting

All lighting (baring vanilla) comes with the ability to pick a colour, just tap the button at the bottom of the screen when youve got a light selected and you can cycle through the colours of the rainbow...literally...all 7 colours. Theres an OmniLamp (vanilla texture) a wall light, a ceiling light and a path light (this ones due to change in future I want it to be solar but itll still be multicoloured).



-----------------------------------------------------------------------------------------------------

Power changes

Download OmniPower

Some significant changes to power generation happen in this pack, first off everything is stuff based, the material you build your power buildings from will effect its stats. The order is usually: (from worst to best) Steel > Silver > Gold > Uranium > Plasteel. Solar panels also have multiple size choices available.

Conduits



Material stuff effects HitPoints, Beauty and Flammability (uranium is not flammable)

Solar Panels



Material stuff effects amount of power produced, HitPoints, Beauty and Flammability (uranium is not flammable)

GeoThermal Generators



Material stuff effects amount of power produced, HitPoints, Beauty and Flammability (uranium is not flammable)

Wind Turbines



Material stuff effects amount of power produced, HitPoints, Beauty and Flammability (uranium is not flammable)

Batteries



Batteries arent made from stuff in the normal sense due to some limitations of changing stats and the stuff system and battery comps, so these are separate in the build list until that issue is resolved. Ive set each one to have a similar tier of stats to what they would receive if they were stuffed, so Uranium batteries arent top in efficiency or storage but are non flammable and dont start fires in the rain, gold and silver batteries have above 0 beauty and plasteel batteries have the best efficiency and storage.

MechanoidPowerCell



You receive these from butchering mechanoids at a machining table. They can be used to build:

PowerCell



Using plasteel and mechanoid power cells you can build a stable power source, it does however generate a lot of heat.

--------------------------------------------------------------------------------------------------------

Extra storage

Download OmniStorage

Adds storage buildings to store most resources.



---------------------------------------------------------------------------------------------------------

Crafting changes

Download OmniCrafting

Makes some changes to crafting and progression, most things in the game are now craftable, synthread, hyperweave, medicine, glitterworld medicine, armour vests, powerarmour, all helmets, sand and sandbags (for sandbag walls). Stuff based recipes are a little confusing so let me know if some dont make sense in the UI. Cotton and Devilstrand plants now drop their natural resource and will need an extra step to create the cloth.

----------------------------------------------------------------------------------------------------------

Defensive changes

Download OmniDefence

Adds shields, embrasures and explosives.





BlastingCharge   BoomRatBlastingCharge   ShellBlastingCharge   NuclearBlastingCharge   PersonalShieldMk2   Landmine   
               
A simple blasting charge..   Seeing as these little critters explode into a ball of flames, makes sense to utilise this trait.   By strapping a shell to a blasting charge you have turned a mining tool into a weapon. Desperate times call for desperate measures.   Uranium + Bomb. You do the math.   A single-person energy shield device. Like its predecessor it will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. However it allows projectiles to pass from within itself using directional detection.   An explosive which explodes when stepped on. Arms after 30 seconds. Use with caution.

Also contains an improvised shield building, uses 2 personal shields (vanilla ones) to create a larger field, changes size based on how much energy it has.



-------------------------------------------------------------------------------------------------------

Faction changes

Download OmniFactions

Adds 1 new faction of outcasts, from the def:

A community of former big corporation employees. These people have lived here for decades or centuries, cast out from the large corporations that used to employ them for numerous reasons, they now band together in the rimworlds. They work with multiple levels of technologies due to potential new members bringing tech as barter to join the colonies. They are concerned with the practical matters of trade, trust, survival.

Basically another set of outlanders but they structure themselves like a company, so they have Human Resources, security guard, line managers...etc.

--------------------------------------------------------------------------------------

Medical changes

Download OmniMedical

OmniMedical adds the Auto Heal Casket it uses medial gel to automatically cure wounds and diseases (useful for single pawn starts). It also allows some extra medical procedures to fix some of the vanilla injuries (removable eyes, ears, nose, jaws, spine, pelvis etc..) moves badm back and frail to the spine so they can be fixed.

-----------------------------------------------------------------------------------------

Event changes

Download OmniEvents

OmniEvents adds the meteors mod and the razorrain mod currently. Basically stuff falls from space giving you free stuff at the cost of potentially landing on your face.

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Download as whole pack
http://www.mediafire.com/download/hsa87hmtue352b1/OmniPack1.3.zip

separate downloads (please ask if you want something split out)
http://www.mediafire.com/download/xspaovtmplu4914/ShapedCharge.zip
http://www.mediafire.com/download/c6sg7rpvzzed2b0/NonLethals.zip

Change log:

v1.0 - Initial release
v1.1 - Minor fixes and balance tweaks, Added dart board. Added PowerCell.
v1.2 - Fixes to the CryptoHeal Casket
v1.3 - Fixed bug in personal shield, added worktimes to some recipes.