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Topics - Shinzy

#21


Materiello
Add bunch of new materials to your game
(previously part of the Apparello mod, found it way easier to maintain this separately)



Feedback would be appreciated alot! (Big thanks to Loki88 & shenzya for bug stomping!) the metals doesn't differ much from eachother
too much currently just some wepon damage modifiers at the moment
the better ones need more skill to make

Fabrics i've worked alot more on, they have very basic pointers in their descriptions on what kind of defence they provide (Sharp++ Blunt+ Electric- etc.) 

Download
Mediafire - Materiello v1.2



Poke the fish for all my other mods

Did I forget anything? I don't think I forgot anything
#22
Oo question!
The clothes have their recipes in the thind defs now
so what I'd like to know is if I could use specific stuffs the thing is made of
like stuffs that aren't really stuffs but are more.. thingy

-> Muffalo hat is made of muffalo corpse
    <costList>
      <Muffalo_Corpse>1</Muffalo_Corpse>
    </costList>
like so
but ingame the Bill shoves it's finger in my eye in objection and tells me
muffalo_corpses ain't stuff so it defaults crafted thing to steel

Can I get the recipe maker thing to not expect the thing to be made out of stuff
so that it doesn't have to default the thing to have stuff in it?

or would I have to make a recipe for it the old fashioned way?
This make any sense? yes? no? eh :-[
#23
Factions!

Add new faction for your game!




Yarr harr! ready yerselves ye scurvy land lub.. non scurvy landlubbers! Davy jone's locker waits yeerrr*gakh* *gark* *wheeze*
The magnificent weapon textures by none other than SuperCaffeineDude!













Vikings, they're tougher than normal human beings and thrive in colder climates
really, really hate heat.









~The Factions below not yet compatible with Alpha 12d~





-Not Available for Current Alpha, Apologieeees!-



The pre transcendents are very, very futuristic and mostly unfriendly
Comes with robotic companion friends!
*Having Apparello active is very much recommended




http://creativecommons.org/licenses/by-nc-sa/4.0/





Poke the fish for all my other mods
#24

Jack-O-Lanters & Wolflover mods also presented on the screenshot there


Bone tables and chairs everyone!! (don't worry they're not *really* made of bones, at all)

Please, Log in (If you ddaaaare, Oooo-oooOooOO!) to download!


You're free to use these as you please



[attachment deleted by admin: too old]
#25
Like the pirates sometime spawn with peg legs

I kinda wanted to have them sometimes spawn with some random bits in their faces like Golden tooth
Iron spike knuckles, vulcan ears, Pigspine, Shank-jammed-between-ribs, elastic middle finger or disfunctional mechanoid probe embedded in their brain
just bunch of random junk really

so I can easily get to the point where they're all installable and everything and work as they are supposed to
but, pirates refuse to spawn with anything aside from the peg leg (when they decide to spawn with a prothesis that is)
I tried to set the market price to match the body part cashpool they have aswell but nope!

Is there somekinda tags I should use to set them allowed or are they just flat out denied from spawning with anything except peg leg cause they're pirates?
#26
Hallo!

My doctors been suffering from ate from ground debuff since the beginning of the game
but I just actually realized what was causing it
Feeding patients / prisoners

The picture probably explains it the best


While on the subject of strange feelings =P
Queenie, my doctor was whining about being naked while she had all the possible clothes equipped except for pants
And meanwhile my Nudist Comareiro is happily nude while still wearing pants

it makes no sense!
#27
Outdated / [A14] Animu Hair (31.7.2016)
October 04, 2014, 05:45:51 PM

Download - Animu Hairs






Poke the fish for all my other mods


[attachment deleted by admin - too old]
#28
Anyone know if/how I can link different textures to be used for apparel, depending on which material was used?
Say Iguana skin hat would look like iguana head
and muffalo hat would look like muffalo head
Or would I have to do them all separately?

Only asking cause the walls seems to work like that
like wood walls look like planks, yeah? =P


Aaaand another thing!
How would I go on about having only certain parts of apparel being colored after the used material


Like only the gray bit would inherit the colour of the material

Edit: Also is it possible to get crafted armor to have randomized colours anymore
if it doesn't use 'stuff'
All my 'metal' armor is white if you craft it yourself (spawning them in makes the random color appear)

Aaaand can I limit apparel from using custom stuff
cause I tried to make my metal based crafted armor have their own "alloys" to craft from, but if I let them be crafted of stuff they'll use leathers aswell
and the basic clothing would also use the new custom "alloys"

there's lot of minor inconveniencies I can't quite tackle in this Alpha =P
#29


Thingamajigs adds assortment of tools at your disposal
While you could hack your enemies to pieces with your spatula, it is not adviced!
It's far more useful for flipping those muffalo flanks on the frying pan

Available in your closest smithing workbenches (some assembly required)

Download
Thingamajigs!

Mod currently includes

Pneumatic Pick
Description: Reliable and deadly mining tool.
Stats: +25% mining speed
Materials: Metallic

Machete
Desription: Meant to be used for clearing path in dense jungles, Nowadays mostly used for clearing density from someone's shoulders.
Stats: +15% Plant work speed
Materials: Metallic

Spatula
Description: The most cheftacular equipment for cooking. Or shaming your rivals with it's majestic slap
Stats: +35% Cooking speed
Materials: Metallic, Woody

Bonesaw
Description: Theres never a dull moment with a doctor armed with this and their favourite phrases at the ready. "Trust me! You won't feel a thing" And "Oops, is this supposed to bleed so much?"
Stats: +5% Base Healing quality, +25% Medical operation speed
Materials: Metallic

Riding crop
Description: While virtually useless as a weapon, Riding crops have proven to give extremely dominant image of the wielder, and thus speeding up the recruitment process
Stats: +5% Prisoner recruitment chance
Materials: Leathery

Cane
Description: Cane with a heavy knob as a handle. Makes the user seem all the more respectable and very suave. Also helps them keep on their feet
Stats: +25% Social impact
Materials: Metallic, Woody

Mechano-Wrench
Description: Ginormous wrench, mainly used in spaceship maintenance but could technically be applied to mechanoid disassembly process.
Stats: +100% Mechanoid disassembly efficiency
Materials: Metallic

Tailorer 3000
Description: Ginormous needle with attached scissors, It's not known what kind of twisted mind conjured up this tool but it's been found to be efficient at what it does.
Stats: +30% Tailoring Speed
Materials: Metallic

Meat Cleaver
Description: Tool designed to separate meat from bones and casting menacing shadows through shower curtains.
Stats: +15% Butchery efficiency, +10% Butchery speed
Materials: Metallic

Breadknife
Description: your favourite tool for cutting bread and ending quarrels.
Stats: +5% butchery efficiency/speed +5 cooking speed
Materials: Metallic

Nailgun
Description: Your usual pneumatic nailgun.
Stats: +15% construction speed
Materials: Metallic

Chiphook
Description: What is a stone, eh? you cut it, you mold it, you chip it with a chiphook. Some say it's ruining a perfectly good stone; Others say it's art..
Stats: Mining Speed 2 %, Smoothing speed 10 %, Sculpting Speed 18 %, Stonecutting Speed 10 %
Materials: Metallic, Stone




Poke the fish for all my other mods


[attachment deleted due to age]
#30
Help / Direct thoughts
August 06, 2014, 02:26:56 PM
Alloo!
how would I go about having an equipped item inject a direct thought into you
similar to fine/lavish meals?

say if you were to have a electrical flyswatter as a weapon and it gives you 'I'm fairly sure I just got shocked' debuff

or an armor that pumps you full of formaldehyde or antihistamine or something
'I feel really, really, really weird.'

I tried to look awhile but came with no answers. Most of my ideas are way beyond my capabilities to bring into reality atm =P Slightly frustrating

I'd ask you about the Thought predicates aswell but, they seem flat out too tricky
to be handled through the xml alone
#31


Adds extremely immersion breaking Neo Muffalos 8) in game
They behave and work like normal muffalos, just slightly rarer
and live in smaller herds (They can't really deal with eachother I guess =P)
May or may not include ninja skwivels

The brave souls willing to settle on the desert may encounter the
elusive Surffalo.

Mob drops include Nuts, Shades and Dusters
Warning! Shades may cause temporary baldness

If anyone feels like they want to modify, expand or just make the mod better alltogether
They are free to do so!

Though general politeness* is encouraged!
*whatever that may mean to you =P


Mediafire - Get your Alpha Six Neo Muffaloes this here link
#32
Look I'm way too excited about the next alpha with all the traits and hats and whatnot

I was just wondering if it would be possible to add support for multiple layers for the hats in the xml files
much like with the other clothes (Onskin, middle and Shell)

I'm being mostly #Shellfish here cause I've gone waaay ahead of myself and
done good dozen of hat sprites
lot of them would work well together being coupled with another hat
as well as separately

I just thought it'd be fun to be able to combine your own set headwear
Sunglasses and Horatio Caine toupee

or the usual bandit scarf and hat


but then have the possibility of having them as their own separate items, aswell?
Plus if the hat textures work the way I think they work and hide the hair layer
wearing doc cochran goggles or bandit scarf making you suffer from sudden baldness.. well it would look kinda silly

Just to elaborate =P




So the other hat layer could work for those 'smaller' hats (and not hide the hair layer. And again I'm totally getting way ahead of things here =P

But better poke the hornets nest before knowing how things work than after you've seen.. wait what?)

Th-th-that's all folks!
#33


Adds extra pieces of craftable apparel and armor to your game along with the crafting stations and research and all that.

If you find any shady looking bugs be sure to report them to your closest Shinzy!
Be aware of other Shinzies that are not me, They're likely overqualified to help you



Download
Apparello For 1.3 - Mediafire

Apparello on Steam



Apparello For 1.2 - Mediafire

Apparello For 1.1 - Mediafire

Apparello For 1.0 - Mediafire

Apparello For B19 - Mediafire

Apparello For B18 - Mediafire

Apparello For A17 - Mediafire

Apparello For A16 - Mediafire

Apparello For A15 - Mediafire


Tons of new clothing, complete with stat bonuses and whatnot!
Most of the crafting is locked behind their own research. If crafting and research ain't your thing you can still loot most of the cool stuff from raiders, which arguably is the only *real* way of collecting hats.



Notes
When you add the mod to already started colony remember to edit your Apparel storage zones and Outfits (in the Assign tab) to allow the new clothing, otherwise they'll just leave them lying around like dirty rags. ..which I don't blame them for!


Contents
52(?) hats, 15 pants and 30ish? pieces of other apparel

6 researches
- Quilting, Early armor (might not be worth the research, feedback appreciated)
- Apparel design and patterning, Gives you the basic fancier apparello clothing
- Safety standards, Allows the crafting of job stat boosting apparel
- Apparel augmentation, Crafting recipes for better apparel.
- Prototype apparel , Unlocks few curious items for crafting. Just a bit flavour for the end game mostly.
- Tribal adornment, Tribals in the tribal start scenario begin with this research. Unlocks fancy tribal apparel.

2 Buildings
- Tinkering bench, Contains most of the more advanced apparel crafts.
- Schematic cabinet, Addon for the other buildings. Requires bundle of schematics which can be only acquired from traders.



Changelog
Apparello v2.2.2
14.08.2020
------------------
- added version number for 1.2

Apparello v2.2.1
02.03.2020
------------------
- Fixes and changes to support 1.1
- other minor fixes
- Tricorne hat

Apparello v2.2.0
20.10.2018
------------------

- Updated for 1.0















Poke the fabulous painting "Peaceful Sunset" by Mrofa to gain access to all my other mods


http://creativecommons.org/licenses/by-nc-sa/4.0/
#34
Help / Questions about apparel
July 26, 2014, 06:23:33 AM
Alright! Hi

I've been trying to figure out how to add apparel in game
(All for eventually adding metric ton of hats when the next update comes ::) )

I figured how to add stuff ingame from taking a look at Chiko's Leather vest
in the RMExtended (Love you Chiko! *poke*)

As a sidenote, that was the only mod with added apparel I could find =P
I can't blame anyone it's hellish work texturewise each bit of clothing needs it's own sprite for every body type/angle *brr*

ANYWAY!

as question 2
How much could I possibly hope to adjust / change piece of apparel
through the XML alone
Say to like have it emanate light? (No I'm not attempting to make shiny knight armor, it's more for the lampshade hat Mining helmet)

Or decrease the chance of getting hit (like some sort of camouflage)

or increasing/decreasing some skills (as in potato sack would really hinder your aiming and Dynablaster outfit would totally buff your mining to next whole new level)

And would it be possible to add new properties to the wearer (say Toggle on/off like in all the powered objects. Don't ask me what good that would do!)

or would I be completely restricted to just adjusting the basic move speed and damage reduction?

I could possibly figure some of this out on my own I'm sure
but some pointers would really speed up the process =P
As I'm more intent on the actual texturing part
but I still wanna do the less visible stuff properly

I mean I have nothing against just pure vanity objects but
some flavour to them would be nice

Edit: just cleaned up all the stuff I figured out already!
I'm also quite certain I can't achieve any of the stuff in question 2
with just modifying the xml files, least not with my skills!
#35
just wanted to share couple pics

also I think people go mental bit too easy!
my map looks like something out of zombie film
there's tons of dazed people wandering around aimlessly out there (like zombies) and blood everywhere
and that's just the result of couple fights between passbyers and bandits

also meanwhile top right corner there's huge fight between two rival groups both initially having the idea of besieging me
which also ended the victorious group going insane and then killing off eachother!

the outside of my base looks really really charming these days =P

[attachment deleted by admin: too old]
#36
Ideas / Suggestions for convenience!
July 10, 2014, 09:34:26 AM
Few ideas coming from me being lazy =P

Opening the Bills/Storage settings through double click

This mainly because I still keep trying to do this after days worth of playing
and it never works =P
I find myself trying to double click the storage zones and cook stoves multiple times before I realize I have to go click on that button on the down left corner =P
I don't know why I keep doing that

Growing zones showing all the options for different plants to grow
as you place the zone down!
This is just me with planting the flowers one by one
so it would be lovely to be able to pick what you want to grow as you put the thing down
rather than having to click the zone again and then selecting what you want to grow

Auto-pause during alerts
I think this was suggested already but it was from last year or so
so I thought I'd just write it down with all the others =P
Anyhow! an option for the game to automatically pause
when you get red / yellow / blue alert messages
you could ofcourse choose individually which alerts get paused
you don't really need the game to pause on yellow and blue ones but
options are nice!

it's just when you're playing on max speed and get that immediate attack and only notice it when the pirate band waltzes across your screen
and at that point it's really really late to start ordering people to take defensive positions =P

Rewiring objects!

Don't you just hate it how your lamp links itself on that single door that isn't connected to the power grid?
=P
so I'd like you to be able to either reconnect where the object draws power from
or have a tool to remove the internal wiring from walls / doors if you want
and ofcourse place them back in
OR just have the object search for other power sources to link to automatically if it can't get power from the current one

Prioritizing fields

so you can prioritize your mr james the cropmaster to plant the potatoes first before going water the flowers and put down trees

Conditional Bills

Like 'hunt until X amount of meat in stockpile' (note not corpses but meat)
or 'Make X amount of meals only if the stockpile goes under X'
and like 'harvest until storage zone is full'


Power shown with the resources

seeing the power generation up there with the other resources
would help with the planning alot, cause I can't really do the math
I have very slow mind for that =P
ofcourse you can pretty much see it from clicking the batteries
but still. Having it visible at all times is preferred, atleast for me

Roof zone

I always have the need to create rooves (?) for sunlamps and other outdoor electrical gadgets
but currently you have to create entire room to get the roof spawn

so I'd like a zone to spawn roof if there's adequate support for it
like just build 4 corners
ofcourse you'd have to do something about it so you can't just drop endless amounts of roofs on raiders =P
but I still have the constant need for making the rain shelters for whatever reason
and it's not really ideal of building huge room and then deconstructing all the walls after


I can't really tell if I had anything else =P
I'm not sure how useful some of these are
but atleast for myself personally they'd be really really useful additions!
/Selfish

And apologies if you can't make any sense of anything I just wrote
My grammar can be really fun at times
#37
Both the Solar and Thermal generators refuse to produce any power after having been toggled off
and then on again after the 'Connected Stored: X Wd' has gone to 0

I've been afraid the batteries mite blow up if they get too full
so I had this habit of toggling the genny down, then forgot to turn it back on once =P
ofc all the batteries got drained empty and the generators wouldn't work again until save/reload

I was able to recreate the issue on cupla different saves, too

That is all!
Gnight!
#38
Ideas / Colonist inventory management screen
June 29, 2014, 02:38:28 PM
Ayoo!

I tried searching for some sort of suggestion related to mine
Can't be certain this hasn't been suggested already but I want to make sure =P

Now having played the game quite a while, and starting to get close to dozen colonists
milling about in my base, I lose track of them really easily
so I'd like to see some kind of management inventory for them
to see every colonist in one screen and be able to tell which weapons they have equipped. Oh and maybe see their shooting/melee skill on the same screen aswell?
and and the general state of mind aswell, maybe =P

so I can better plan my defences =P

Additionally!
Ability to assign secondary weapons to each colonist? like a handgun sort of deal
the snipers and minigunners would prefer switching to pistols or uzi instead of fists when they get attacked by horde of rabid boomrats or squirrels

But mainly I'd just like to have better tools for seeing how my colonists are equipped and feeling. Clicking each one by one to find these things out are mildly frustrating =D

Now if you'll excuse my I need to get back to build my trench of death for the enemies to run across to get to my base!

Good luck with your game!
I'm enjoying it immensely at the moment =D