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Topics - Loki88

#1
General Discussion / Anyone else settle on wild boars?
October 27, 2015, 12:46:55 PM
I always seem to find myself in short supply of dogs to haul things for the colony. I just wind up taming wild boars and training them to haul. Anyone else find themselves doing this? Once I do find myself with enough dogs I just turn the boars in to pork chops :P

Is there a better early game hauler?
#2
Does what it says on the tin.

Adds a few new recipes to the campfire and to both stoves, as well as some new meals and a couple custom thoughts.

Ration Packs

Smoked Meat

Dried Berries

Nutrient Nuggets



Save game friendly and should play nice with all other mods.

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#3
Mods / Where are all the goats? (and sheep)
October 18, 2015, 12:00:06 PM
Maybe it's because I grew up on a farm, maybe it's because I like the weird side of the history of exploration, maybe it's because I'm crazy ( highly likely ). But! I can't help but thinking... "where are the goats?!"

We have cows, pigs, alpacas, thrumbos, chickens, and 3 kinds of domestic dog ( we can even milk an elk! )... Yet the most widely consumed red meat and milk producer world wide isn't a thing? Even historically speaking, explorers brought goats along with them ( among other things ) to turn loose in to new found lands so that future exploration parties years later ( and stranded whaling ships ) would have something reliable to eat. Ask somebody from New Zealand, Australia, or Hawaii how that went...

So I ask this, is anyone willing to help create either

A: Project Capra = Throw a few goats in to the game! Likely a Saanen goat for milk, Boer for meat ( or a kiko!), and a Cashmere for fiber? I'm open to any and all suggestions though!

B: Project RimFarm = Throw the goats in with more livestock that people would like to see!

I can handle coding them in ( I hope ) but as far as art goes I'm not the greatest so I'm hoping for help in that department. Though any help, advice, suggestions, or feedback are all greatly appreciated ( even if it's just to tell me I'm off my rocker [be gentle with me please] )

Side note: The goats would be able to haul a bit as they're used as pack animals IRL already.

Cheers!
#4
General Discussion / Your Favourite Back Stories
October 18, 2015, 01:43:00 AM
Just making a thread to gain some insight in to everyone's favourite back stories in the game thus far. Maybe give a top three or top five if you love em that much!

#1 Herbalist: Usually my V.I.P. colonists if and when they come up. Medical plus growing is very useful as a back line colonist. Patches everybody up once the shooting stops and keeps the food coming in while everyone heals up.

#2 Housemate: Just a good all-rounder to have as a core labourer.

#3 Foundry Apprentice: Makes for a good crafter etc...


Looking forward to hearing peoples' thoughts and expanding my own knowledge base of useful back stories and good applications of them! ;D

Cheers!
#5
This mod was created out of a suggestion by Brigadon.

Tired of having to refrigerate hay for your livestock and allowing them into your fridge to eat it only to have them bypass that sumptuous pile of hay and go strait for your meals?!

This mod adds a recipe to the brewery to craft silage for your critters to eat! Silage does not need to be refrigerated, though it does need to be kept inside out of the elements. Silage is a fermented foodstuff (hence the brewery) used to feed livestock.

Silage is a compressed nutrient dense animal feed. Animals will normally eat 10-20 hay depending on hunger. They will eat 1-2 silage depending on hunger as a sort of "meal". It is very space efficient for storage.

Counts as a plant food to prevent your little Derps colonists from eating it (I hope)

Recipe: 50 Hay + 20 Corn = 20 Silage



License


  • This mod may be included in mod packs as long as credit is given and forum rules are followed
  • Derivative mods may be made based on this mod

Updated to A14 by: kaptain_kavern. Thank you very much!

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#6
Mods / [Texture Request] LED Lights v1.3
October 03, 2015, 07:47:57 PM
I'm looking for new textures for my LED Lights mod, Especially with the addition of the new HID LED Lamps.

There are the Rope Lights, the LED Lamps, and the HID LED lamps. Textures for any of these would be greatly appreciated and fully credited in the mod post as well as in the mod's About.xml and mod menu description.

I have attached a copy of the mod's .zip file that contains the entire mod.

I appreciate any help and / or feed back you guys can give me!  ;D

[attachment deleted due to age]
#7
Mods / [MOD Repair Request] Hobo Stove
September 20, 2015, 12:37:49 PM
This is an old abandoned mod called Hobo Stove from back in A8, I tried my best to update the .xml files and have hopefully got it right (maybe)

I was hoping that someone with programming skills could update the .dll file because I still lack .dll skills :(

I miss this mod very much as it's the closest thing to a wood stove heating / cooking mod that there is.

Ps: I would ask Julia Directly but she seems to be taking a break from modding (dies a little inside)  <=== if this is not true then I'm sorry for my misinformation.

I'll attach my attempted fix below, If I garbled something up please let me know!

[attachment deleted due to age]
#8
Mods / [MOD Request] Grasslands / Open Plains Biome
August 23, 2015, 10:42:55 PM
How hard is it to add a new biome to the map gen? It only just occurred to me now but there is no grasslands / open plains biome. I'm hoping someone will be able to make this or at least point me in a direction as I don't have a clue on how to add a biome. At most I can add objects currently, so I'm not sure if this would require a .dll to make or if it can be done with .xml only. I'm hoping for the latter as I will be able to do it once I know how. If it's the former then I'm kinda screwed...

Anyway, thank you in advance!
Cheers!
#9
Help / Link Flags [Answered]
June 30, 2015, 08:40:27 PM
How does one go about creating a new link flag?

I'm wanting to create a new link flag for my LED light ropes called "LED" (simple for me to remember) mod so that they will link to one another and no longer link to power conduits because with the new texture I made it looks goofy.

Cheers!
#10
Outdated / [A13] LED Lights - V 1.4 (14/4/2016)
June 28, 2015, 02:57:17 PM
Does what it says on the tin.

Adds a series of LED rope lights and lamps.

These are meant to light up small areas and hallways.

Now included is a basic LED lamp and LED grow lamp with a higher cost and slightly larger glow radius

Rope lights double as a power conduits.

Includes 3 research projects to unlock the lights.

Costs silver to build



I've made a new designation category for these called "Lighting" since I felt that the furniture category was getting congested with different mods and new lights being added.

They can be placed over walls and objects such as work tables or the comms console like in the picture.




Version Info

1.0 Initial release using Vanilla art assets
1.1 Release with new textures and link types, as well as a change in altitude layer
1.1 CCL A CCL compatible version generously done by 1000101. Requires Community Core Library to be loaded first to run.
1.2 A12c update. Added LED lamps and removed vanilla lights from the lighting tab
1.3 A12d update. Added HID LED lamps (probably needs a big balancing) This is a CCL version only and requires CCL to be loaded first!
1.4 A13 update. Quick A13 update to get things running. Removed CCL requirement so we're back to demolishing lights to change their colour.

Big thank you to CucumPear for interim 1.35 patch!

  • This mod may be used in any mod packs provided forum rules are followed.
  • Derivative mods may be created based on this mod, though any suggestions for changes, balances, and additions is much more appreciated.  ;)


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#11
Help / Thoughts based on food ingredients
June 25, 2015, 01:17:49 AM
I'm hoping someone can help me to figure out how to add a "Ate suspicious food" thought when a colonist eats a meal made from the new ingredients in my Protein Extraction mod. Much like how meals containing human meat generate the "cooked cannibalism" thought. I just can't find a reference to it in the defs as meat is not part of the .xml core defs and I can't think of a "vegetable" that adds a thought as an ingredient instead of a direct food.

Even a point or a wave in the general direction I need to look would be greatly appreciated.
#12
Outdated / [A11] Protein Extraction! Yummy!!!
June 24, 2015, 02:02:46 PM
This mod was inspired by JulliaEllie's Soylent Green portion of Apothecarius

Tired of all those corpses of raiders and unfortunate colonists littering up your beautiful colony? Just sitting there doing nothing taking up space, only to be either buried ( still taking up space! ) or burned away? Well put those lazy bums to work ( sort of ) by turning them into the food to fuel your still living colonists to work another day! This mod adds the Protein Extractor which allows you to create "delicious" Protein Paste and Flakes from muscle dense organic feed stock. (PEOPLE!  :o )

Protein Paste has an extremely short 1 day shelf life but is higher yielding and faster to make.
Protein Flakes has a longer 20 day shelf life but a lower yield per unit of "feed stock" and takes a bit longer to make.

They are both meat "analogues"

Requires "Protein Extraction" research. RP cost - 400

For now I've recycled and recoloured vanilla textures for the food so they don't look so derpy. I'm waiting to hear back from someone if I may recolour and recycle a texture they've made for the extractor as it's about 1000 times more beautiful than what my abilities allow me to create.

Planned additions:
"Ate suspicious food" thought for meals made from either of these but haven't worked out how to do so just yet.

This will break save games that have the first iteration of protein extraction installed as I have renamed a few things for continuity throughout the mod.

Cheers!

PS: Screen shots will be added once I've got all textures complete.

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#13
Name says it all pretty well.

I've always felt that since the addition of the "Shut Down" bill there needs to be a "Hack AI" bill added to convert the mechs to your side. It should require high research skill ( Crafting just doesn't seem appropriate ) and a chance to fail and blow up in your face ( Not in a lethal manner but enough to make it a pretty serious gamble ). Other things would be needed as well for balance such as a charging station of some kind and a high plasteel requirement for any repairs, perhaps even adding gold to the initial hack bill to be used as a super conductor for new circuitry to implement the hack.

I figure since it's possible to convert other factions to your side there should be a way to implement it for mechs no?

I unfortunately lack the skill required to implement this and am thus imploring those who might to at least let me know how easy or impossible this is going to be. As well as any ideas from others who think this is a good idea, or even if you think it's a bad idea? I'm hoping for a bit of a brain storm I guess?...

Cheers!
#14
Help / Power Trader System
December 30, 2014, 11:00:39 PM
I'm looking for help with anyone acquainted with the power system of this game. I want to make a mod using this system as a framework but am unsure of even where to start. The condensed version is I basically want to adapt the system to trade different types of power, or make individual ones for each type of "power". I guess it could be summarized as "A framework for an energy trading system" not just electricity. Any thoughts? Even just to say it's not possible.

I'm getting this nagging feeling like I'm in serious need of acquiring C# skills to accomplish the things I would like to do :(
#15
Help / Notifications System
December 29, 2014, 10:49:20 AM
I'm curious as to how this system works and if anyone would know if it's possible to add in new notifications with out a whole lot of coding wizardry?

I'm referring to the little text notifiers that pop up on the right such as "hunter lacks weapon"

Any input is appreciated even if its just a point in the general direction I need to go.
#16
Mods / [Mod Request] Side arms
December 23, 2014, 07:40:41 PM
First off, is it even possible without a whole whack of fancy coding. Second am I the only one who thinks your colonists should be able to carry a side arm like a pistol or the Uzi? At the very least a knife.

Ideally there would be a part in the code that would tell them to equip the side arm once an enemy is in range of said side arm to prevent a raider from smashing your sniper in the face while he's waiting for his gun to cool down/ aim. <=== This part I'm guessing will require fancy coding if it's even possible to begin with.
#17
Mods / [Mod Request] Wood Heating
December 20, 2014, 04:48:16 PM
I'm wondering if there would be anyone interested in making a wood heat mod to heat w/o electricity, or the need to rebuild fires every two days. Fire places, wood stove, wood fired boiler, etc... (all would need wood to be hauled to an internal storage of some kind) I've been getting frustrated at losing all of my heating ability during a solar flare and having to build emergency fire pits  and such. I've extended the life span of fire pits to last longer but it feels waaay to cheaty which is why I'm hoping for a mod such as this. Alas my modding ability ends at scrolling through a bit of code and changing a 4 to an 8 to double fire pit lifespan...

This is my first time posting a mod request so if I've done something incorrectly please let me know so I can fix it.

I greatly appreciate any response even if just to let me know that this will be too much of a pain in the posterior to accomplish.