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Messages - zelldot

#31
I do a bit of vector art myself, but i'm more of a pixel artist, if you would like to see some of my game artwork of another side project of mine, checkout http://xeoshift.blogspot.com
#32
Texture done, have you updated this mode yet?
#33
The look good but will require a different way of doing this mod. I might have to look into this way, but at the moment i have 1 or 2 other projects i am working on
#34
I know the texture are not that great at the moment, I will be working on new texture today for jamieg's mod today.
#35
Yes, thanks for the artwork, would you like to make an art pack for this mod? I will put it up as a official download on our website and facebook, and in this post.

I was looking for something a bit more of a space cargo look. This mod now uses metal and requires power to make the crates. The reason I called them stasis crates in this version is because I was thinking of some space age packing system that freezes the contents in time.

I hope you enjoyed the last version, I have added quite a bit more to this version. I also look forward with working on synthmeat with you.
#36
Outdated / [MOD] (Alpha 3) Galactic Trader
April 13, 2014, 09:11:06 PM
Introducing the next version of the "Galactic Meat Trader" mod, the "Galactic Trader" mod.



This mod pack is a major upgrade from the original "Galactic Meat Trade" and is back compatible with any saved maps using the "Galactic Meat Trade" mod.
Please note a few changes which will happen when upgrading from an older save:


  • It require more points to research space crates. You will have to research a few more points to re-unlock the crate handler if you had it unlocked.
  • Also the crate handler now requires power, but does not get damaged in the rain.
  • Once saved a map can not return to the "Galactic Meat Trader" version.

So what is in this mod:

  • A load of new ships types to trade with including mining and cannibal ships.
  • 4 new work benches, the stasis crate handler, the medical lab, the space fuel enricher and the heavy ammo press.
  • 4 new research projects, one for each bench.
  • 8 new crates, agave, berries, potatoes, muffalo, boomrat, squirrel, human and space fuel.
  • All food is protected from being eaten while in a crate.
  • Make built in game items, missiles, shells and medicine.
  • All the benches can be built outside apart from the space fuel enricher.
  • All the benches require a power supply.

To download: Click Here (Version 408 & 409)

I am currently in talks about making a synth meat version of this mod pack!

If you enjoy this mod or wish me to make version compatible with your own mod, please feel free to comment, I am also open to suggestion to improve this mode.

If you use our mods in any youtube videos, we would love to see your video, we have already seen a few videos out there with our mods in!

You can follow our current creation just as they are coming out on our facebook page.
#37
Outdated / Re: [MOD] (Alpha 3) Galactic Meat Trader
April 11, 2014, 11:50:58 AM
I use chrome with no popup blocker, that site media fire is fine, you have something installed on you computer causing you popups, just look at you extension of what ever browser you are using, and disable/uninstall any thing you do not want, and also have a look at "Add/Remove Programs" for xp and before or "Programs And Features" after xp in "Control Panel" and look for anything that sounds internet adverty or search bar related. A little word of advice for the future, if you install stuff from the internet, take your time with the install process, this is where they get you with these extra programs sometimes, do not just click "Next" really quickly, read what you are installing.

There is not a problem with the files or the site I have posted up on. Many people use it, and its free to use by anyone, for uploading and downloading. Hope my advice helps you out in future.
#38
Outdated / Re: [MOD] (Alpha 2) Trade Federation
April 11, 2014, 11:36:51 AM
The problem with this mod, is yes meat can be traded, but the meat has no value, and the value can not be strait up changed, as the user of this mod seem to be no longer responding, I personally tried making a mod like this and found exactly the same problem. I simply fixed the problem by making my own items for trading the meat, being able to pack up meat and unpack it, and giving the crates a value. That way you do conflict with the build in items currently not accessible. I can make a custom version of my trader for you synth meat if you wish, but you should be able to set a price of the your meat (look at trade plant code for price tag), and take a look at the trade to add the namedef to it.
#39
Ideas / Re: [For Modders] Lite Core
April 11, 2014, 11:25:27 AM
As I have the idea out there would you lot like me to make a striped down core, it will take a while to test each thing individually, and some of things are just hard coded i am sure, like the potatos, or at least the namedef for it, which mean i can still edit the labels but i can not 100% remove, i also have the feeling metal is hard coded to, the map editor is hard coded i know that for sure.
#40
General Discussion / Re: Alpha 3
April 10, 2014, 01:38:57 PM
You make your own stockpile now around the beacon, no need for launch pads anymore
#41
Outdated / [MOD] (Alpha 3) Galactic Meat Trader
April 10, 2014, 10:09:55 AM
!! This mod is now out of date !!
This is the newer version: "Galactic Trader"


Are you looking forward to alpha 3? I know we are at the mod pack team!

Start your alpha 3 experience with the abilities to trade meat!!!

I could not wait any longer to post this mod up knowing that alpha 3 is literally just around the corner.



This mod pack adds 1 new research, 1 new building, 4 new resource items, more items in the trading window, and few new types of trading ships with the ability to make profitable trades.

Each crate stores 10 pieces of meat, and can be packed and unpacked only at the players command. The trading crates also store food in a way that makes it uneatable to local animal or people without being unpacked first.

To download (Classic/Out of date): Click Here
To download (Galactic Trader): Click Here


Since version Alpha 3 - 409, some of the resources were removed which are causing problem with many mod in the community.

To download (Resource Fix): Click Here

If you can not use this mod because you are still on alpha 2, why don't you take a look at our website which contains a load of mods for alpha 2 from the community.

Website: http://themodpackteam.tk

I will be looking to add a bit more to this mod, the core function of this originally was to make meat available for trade, but after playing with my own mod I can see few more things I could add and tweak.

Any comments, questions or suggestions feel free to leave a message.
#42
Outdated / Re: [MOD] (Alpha 2) Trade Federation
April 10, 2014, 08:02:08 AM
The problem I noticed with your mod is that there is no trade price for meat at all, I tried for ages to get a price on the meat, that annoyed me, in the end I just made a new object and a way to trade meat to this new object and back. I have not put up the mod for download yet, as it only works in alpha 3. From what I hear, not long now... Hope that helps you in future with your mod.
#43
Thanks for the nice comments guys, and jamieg I want a planet with alien plants, but i cant remove potato's lol
#44
Ideas / [For Modders] Lite Core
April 09, 2014, 08:32:15 PM
I would like to see a stripped down core file called core lite, I would like to make a world from the ground up with a big mod pack, for example an alien planet with no human plants (like potatoes), I started looking into making a striped down core for other modders, and as soon as i removed all the plants, i encounter a problem with placing the grow zone, with a little experimenting i found that i need 1 of 2 things, at least 1 plant to avoid null maybe or you need the potato plant, there is no way i can see around this (using alpha 3 v401).

Now that I have brought up the idea of a lite core with no items, objects, research or other game play contents, allowing modder to build a world from scratch, what do you think about it?
#45
Outdated / [MOD] (Alpha 2 & Alpha 3) Wild Farmer
April 08, 2014, 08:22:07 PM
Hello everyone, I have been working on a few things that I wanted in the game myself personally, I finished on this one thing, I thought it was quite a simple thing that everyone would of done by now and I would of seen it all over the forums, but didn't, so here is my mod, first mod post to the forum.




This mod simply adds the ability to grow the wild plants in a grow zone. Adding raspberry and agave to your farming zones.


Questions? Comments? Type in the box. Enjoy for now.