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Author Topic: [1.0][MODLIST] Rikiki's MiningCo (12-09-2018)  (Read 312957 times)

Rikiki

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[1.0][MODLIST] Rikiki's MiningCo (12-09-2018)
« on: July 26, 2015, 08:14:29 AM »

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: coming back, one day, maybe...
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)!
« Last Edit: June 27, 2019, 11:13:37 AM by Rikiki »
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Rikiki

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[1.0] MiningCo.: Mobile mineral sonar Mark III V18.0 (12-09-2018)
« Reply #1 on: July 26, 2015, 08:14:49 AM »

MiningCo.: Mobile mineral sonar Mark III

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

MiningCo. 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.



Download
See first message please.

Features
  • Scans the heart of big mountains for metallic objects.
  • Can be easily displaced when the scan is finished (minifiable).
  • Battery-powered: the optional connection with a power net will boost scan speed.

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
MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
Any constructive criticism is always welcome! :)

Changelog
Code: [Select]
V1.0
* V1.0 update.

V18.0
* Beta 18 update.
* Corrected inspect string error on minified MMS.

V17.1
* Corrected range when placing blueprint.

V17.0
* Alpha 17 update.
* Increased scan duration.
* Added a small flash to help locate the MMS in the wild or inside deep mountains.

V16.0
* Alpha 16 update.
* MMS can now be moved as any other furniture.
* Re-activated code so thingDef to scan can be added in MMS XML def.

V15.0
* Alpha 15 update.
* Minerals have now a better chance to be detected the closer they are from the MMS.
* [s]Scanned things can now be added in MMS XML def![/s] => disabled for now. Will be re-added in next version.

V14.0
* Alpha 14 update.
* Scanned things can now be added in MMS XML def!
* Slow down scan progress when not powered. Increased power need (1000 -> 3000).
* Detection threshold takes into account distance from the MMS.

V13.2
* Readded abstract base def (improve compatibility).

V13.1
* Re-added plasteel detection thanks to Delmain ;-).

V13.0
* Alpha 13 update.
* Greatly simplified research and construction thanks to new components (no more energy pack and mineral sonar).
* No more detect plasteel (detect compacted components instead).
* Removed M&Co. Common dependency! :-)

V12.0
* Alpha 12 update.

V11.0
* Alpha 11c update.
* MMS is now a minifiable thing (easier to deploy elsewhere).
* Simplified the energy pack requirement (it is no more needed to resupply when displacing).
* Previous version and topic: https://ludeon.com/forums/index.php?topic=8375.0

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

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

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

Modders note
You may be interrested in the following features:
  • Custom place worker 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/.
« Last Edit: September 12, 2018, 10:19:06 AM by Rikiki »
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Rikiki

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[B18] MiningCo.: Mining helmet V18.0 (21-12-2017)
« Reply #2 on: July 26, 2015, 08:15:01 AM »

MiningCo.: Mining helmet

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

(Preview image is not up-to-date).


Download
See first message please.

Features
Adds a mining helmet which light is turned on when a colonist is in a natural cave or mining.
The mining helmet also provide a small bonus to mining operations and some defense against blunt (falling rocks, tribal mace, ... ::)) and sharp damages.

Technical support
MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
Any constructive criticism is always welcome! :)

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

Changelog
Code: [Select]
V18.0
* Update for B18.
* Reworked light logic a bit.

V17.0
* Update for A17.
* Added buttons to control the light mode (auto/on/off).

V16.0
* Update for A16.
* Added mining vest.

V15.0
* Update for A15.

V14.0
* Update for A14.

V13.2
* Readded abstract base def (improve compatibility).

V13.1
* Small code robustness improvements.

V13.0
* Alpha 13 update.
* Some code simplifications due to the new GlowerComp interface.

V12.0
* Alpha 12 update.

V11.0
* Alpha 11c update.
* Light on/off is smarter.
* Previous version and topic: https://ludeon.com/forums/index.php?topic=9568.0

V10.0
* Alpha 10 update.

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

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.

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

V1.0
* Alpha 8 initial release.
    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/.[/list]
    « Last Edit: December 21, 2017, 05:58:46 PM by Rikiki »
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    Rikiki

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    [B18] MiningCo. Alert speaker V18.0 (11-12-2017)
    « Reply #3 on: July 26, 2015, 08:15:10 AM »

    MiningCo.: 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).



    Download
    See first message please.

    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: no light, no sound
    • Low danger: yellow light, 2 loud sirens
    • High danger: red turning light, 4 alert sirens
    Colonists passing nearby will receive a small bonus to consciousness.

    Credits
    LowDangerAlarm.wav: see this page.

    Technical support
    MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
    Any constructive criticism is always welcome! :)

    Changelog
    Code: [Select]
    V18.0
    * Updated to B18.

    V17.0
    * Updated to A17.
    * Changed .wav to .ogg sounds (otherwise, it is only played once).
    * Corrected red light rotation.
    * Moved researches into a new tab.

    V16.0
    * Updated to A16.
    * Complete rework: no more dynamic glowers for performance improvements!
    * USe of hediff instead of apparel.
    * Reduced bonus to only +3/6% consciousness.
    * No more malus for simplicity.
    * Can be re-installed.

    V13.1
    * Readded abstract base def (improve compatibility).

    V13.0
    * Alpha 13 update.

    V12.0
    * Alpha 12 update.

    V11.0
    * Alpha 11c update.
    * Integrated JabbaMonkey nice textures.
    * Previous topic can be found [url=https://ludeon.com/forums/index.php?topic=8761.0]here.[/url]

    V10.0
    * Alpha 10 update.

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

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

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

    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/.
    « Last Edit: February 22, 2018, 11:44:55 AM by Rikiki »
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    Rikiki

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    [B18] MiningCo. Laser fence V18.0 (28-12-2017)
    « Reply #4 on: July 26, 2015, 08:15:19 AM »

    MiningCo.: Laser fence

        MiningCo. always brings you the best of the technology. Today, we are proud to present you the laser fence! This will help you to get rid of those pesky critters roaming your potato farm!

       

    Download
    Starting a new colony is not necessary.
    See first message please.

    Features
    Adds an advanced impassable laser fence for futuristic and cool-looking bases! 8)
    - A pylon will automatically connect to nearby pylons in each cardinal direction.
    - Each fence can be independantly activated or deactivated.
    - Max range of a laser fence: 4 cells.

    Technical support
    MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
    Any constructive criticism is always welcome! :)

    Changelog
    Code: [Select]
    V18.0
    * Updated to B18.
    * Pylons can now be minified.

    V17.0
    * Updated to A17.
    * Moved researches into a new tab.

    V16.0
    * Updated to A16.

    V15.0
    * Updated to A15.

    V13.3
    * Small correction to avoid a potential null reference exception.

    V13.2
    * Small correction to avoid putting on fire an ally of the pylon during connection.

    V13.1
    * Readded abstract base def (improve compatibility).

    V13.0
    * Updated to A13.
    * Added an interraction cell to avoid the case where the player enables fence but the activating pawn is in front of the activated direction. Yeah, that's a lot of 'enable' and 'activation' ;-p.

    V12.0
    * Alpha 12 initial release.

    V12.1
    * Correction of a small connection bug.

    Modders note
    You may be interrested in the following features:
    • PlaceWorker.
    • Display of custom textures.
    • Workgiver and JobDriver.

    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/.
    « Last Edit: February 22, 2018, 11:45:29 AM by Rikiki »
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    Rikiki

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    [B18] MiningCo.: Force field V18.0 (21-12-2017)
    « Reply #5 on: July 26, 2015, 08:15:27 AM »

    MiningCo.: 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.



    Download
    Starting a new colony is not necessary.
    See first message please.

    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.
    Dynamic effect when absorbing shot:


    Technical support
    MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
    Any constructive criticism is always welcome! :)

    Changelog
    Code: [Select]
    V18.0
    * Updated to B18.

    V17.0
    * Updated to A17.
    * Moved researches into a new tab.

    V16.0
    * Update for A16.

    V15.0
    * Update for A15.

    V14.0
    * Update for A14.

    V13.2
    * Readded abstract base def (improve compatibility).

    V13.1
    * Corrects a missing texture error.
    * Increased the force field cost.

    V13.0
    * Update for A13.
    * Removed useless gizmo. Flicking the force field gives the same result.

    V12.0
    * Alpha 12d update
    * Slightly modified the field drawing (no more dynamic sinusoïdal effect).
    * Increased construction duration.

    V10.0
    * Alpha 10 update
    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.

    V1.0
    * Initial release for Alpha 8.

    Modders note
    You may be interrested in the following features:
    • PlaceWorker.
    • Use of dynamic graphics and motes

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

    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/.
    « Last Edit: February 22, 2018, 11:45:49 AM by Rikiki »
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    Rikiki

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    [A13] M&Co.: Outpost generator V13.1 (01-06-2016)
    « Reply #6 on: July 26, 2015, 08:15:36 AM »

    M&Co.: Outpost generator

        As everyone knows, M&Co. is the leader of all mineral operations. To ensure a good flow of new mineral veins, the company often dispatches recon teams on rimworlds.
    This mod adds a pseudo-random outpost generator!


    More images

    Download
    Creating a new world is necessary.
    See first message please.

    Features
    • Adds a genstep that can generate a pseudo-random M&Co. outpost when starting a new colony! 8)
    • There are 2 types of outpost: small and big.
    • Outposts can be inhabited by autonomous pawns that will defend themselves.
    • Add several (non-buildable ;)) new buildings: SAM site, orbital relay, command console, ...
    • Outpost is resupplied/reinforced when necessary by supply ships.
    • You can try and capture the outpost to take advantage of it. Be careful however, the company does not take intrusion easy...
    • This mod uses the content of other great mods (like Haplo's Miscellaneous).
    • I strongly recommend to activate my other M&Co. and miscellaneous mods for a better experience (force field, fish industry, mining helmet and laser fence).

    Technical support
    This mod adds a genstep and is incompatible with any other one modifying the map generation!
    There are patches for:
    • Haplo's ruins generator => coming soon!
    • EdB's Prepare carefully => coming soon!
    • Both of them => coming soon!

    M&Co. is continuously trying to improve its product to raise its customers satisfaction.
    Any constructive criticism is always welcome! :)

    Changelog
    Code: [Select]
    V13.1
    * Just removed the Supply ship from the Misc tab... Was a debug option only! :-p

    V13.0
    * Added big outpost generation.
    * Added autonomous inhabitants controlled by IA.
    * Added SAM site!
    * So many improvements and additions I cannot list them all!

    V12.0
    * Alpha 12d initial release.

    V12.1
    * Added a small robustness check in trigger intrusion.

    TODO
    • Add joy and comfort needs to inhabitants (will need some help to get Detour working!) :P
    • Proper compact autonomous generator texture.
    • Other fun things that will come in time.

    Credits
    • Haplo's/mrofa for the beautiful tactical computer.
    • A Friend/Shinzy for the superb supply ship texture! 8)


    Modders note
    You may be interrested in the following features:
    • PlaceWorker.
    • Map Genstep.
    • Workgiver and JobDriver.
    • Joinable Lord (like the party).

    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/.
    « Last Edit: June 01, 2016, 03:51:41 PM by Rikiki »
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    Rikiki

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    [B18] MiningCo.: Power fist V18.0 (22-12-2017)
    « Reply #7 on: July 26, 2015, 08:15:44 AM »

    MiningCo.: Power fist

        A good MiningCo. miner never goes to work without his power fist. Useful to handle heavy drilling tools, it is often customized into a deadly weapon by skilled crafters during crisis.
       


    Download
    See first message please.

    Features
    Adds a melee weapon: the power fist.
    - gives a small mining speed bonus.
    - power fist repels enemies (according to their body size).
    - enemies hitting an obstacle during repel will receive additional damage.
    - if pawn is wearing a power armor, mechanoids will suffer from additional electric damage.

    Technical support
    MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
    Any constructive criticism is always welcome! :)

    Changelog
    Code: [Select]
    V18.0
    * Updated to B18.

    V17.1
    * Corrected assembly wrong reference.

    V17.0
    * Updated to A17.
    * Added a research requirement to craft the power fist at the machining table.
    * Moved researches into a new tab.

    V16.0
    * A16 initial release.
    * Place-holder texture.
      Modders note
      You may be interrested in the following features:
      • Custom attack verb.

      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/.[/list]
      « Last Edit: December 21, 2017, 06:00:42 PM by Rikiki »
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      Rikiki

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      [1.0] MiningCo.: Projector (12-09-2018)
      « Reply #8 on: July 26, 2015, 08:15:52 AM »

      MiningCo.: Projector

          MiningCo. bases security is always a top priority. Projectors are one of the key elements to ensure a safe perimeter.
         


      Download
      See first message please.

      Features
      Projector turret:
      - patrols the area around it according to the selected mode.
      - locks on hostiles to enhance accuracy of MiningCo. security forces (visual effect only as light is no more an accuracy factor).
      - blinds targeted hostile if it is facing the spotlight turret (small sight and moving penalties).
      - you can synchronize spotlight turrets in group for better visual effects.
      - can be used under roofs.

      Projector tower:
      - same as the turret but can target hostiles over walls.
      - cannot be used under roofs.

      Projector: a simple projector to light your straight military alleys or barbed wired fences.

      Technical support
      MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
      Any constructive criticism is always welcome! :)

      Changelog
      Code: [Select]
      V1.0
      * Updated to V1.0.
      * Mod renamed as Projector to look more though. :-)
      * Added projector tower.
      * Added fixed projector.

      V18.0
      * Updated to B18.
      * Turrets can now be synchronized for cool visual effects!

      V17.1
      * Targeted hostile is blinded if facing the spotlight turret.
      * Corrected research to unlock the spotlight turret.

      V17.0
      * Initial release.
        Modders note
        You may be interrested in the following features:
        • Draw of dynamic transparent textures.
        • Use of custom glowers.

        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/.[/list]

        MiningCo.: drill turret

            MiningCo. expeditions often carry one jewel of technology: the drill turret. This device can automatically drill nearby ores and natural rocks.
           


        Download
        See first message please.

        Features
        Adds a new turret: the drill turret.
        - automatically drill nearby ores and natural rocks.
        - mining mode can be switched (only ores, only rocks and both).
        - factor improving efficiency:
            * optional power,
            * manned by a miner (level 20 miner using drill turret mines 2x faster).
        - drill efficiency and yield resources can be improved via one additional research.

        Technical support
        MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
        Any constructive criticism is always welcome! :)

        Changelog
        Code: [Select]
        ]V1.0
        * Updated to V1.0.
        * Improved beam effects (proportional to the efficiency).

        V18.0
        * Updated to B18.
        * Turret rotation is now instantaneous (code simplification).

        V17.2
        * Buffed turret rotation rate when powered.
        * Added an alert when a turret is idle.

        V17.1
        * Power is now optional (easier remote mining operations)
        * Turret can be manned to improve efficiency.
        * Increased drill efficiency.
        * Improved performances.
        * Efficiency is now displayed when selecting turret.
        * Increased turret range (10 -> 15).

        V17.0
        * Initial release.
          Modders note
          You may be interrested in the following features:
          • Draw of dynamic transparent textures.

          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/.[/list]
          « Last Edit: June 27, 2019, 11:13:07 AM by Rikiki »
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          Rikiki

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          [B18] MiningCo.: spaceship (30-05-2018)
          « Reply #9 on: July 26, 2015, 08:15:59 AM »

          MiningCo.: spaceship

          !!! You need to start a new world/colony as this mod adds a new hidden faction. !!!

              This time, MiningCo. is showing all its might! The orbital station is fully functional, dispatching expedition teams all around this rimworld and crushing any resistance with a rain of bullets, rockets and fire!


             
          • Want to trade with us? Build an orbital relay and a proper landing pad. Let's the business begin and the cash flow!
          • Having problems with raiders? Request a real air strike!
            • Your pawns are dying from the plague and you have run out of medicine? Request a medical assistance!
            [li]Your need more and more steel? Request a real cargo spaceship with plenty of supplies!

          Download
          See first message please.

          Features
          Adds several spaceship kinds:
          - cargo spaceship: will periodically land to trade few bulk goods.
          - cargo spaceship: (requested) will land with an assortment of MiningCo. stuff and more bulk goods.
          - medical spaceship: (requested for a price) will dispatch medics to heal your pawns.
          - dispatcher spaceships: will pay you to use your landing pads to drop and pick expedition teams.

          Request air strikes to crush intruders! Warning! MiningCo. cannot be held responsible for any collateral damage.


          Send a pawn needing urgent medical attention to get proper healing aboard the orbital station.[
          img]https://i.imgur.com/NVRSKAx.png[/img]

          Technical support
          MiningCo. is continuously trying to improve its product to raise its customers satisfaction.
          Any constructive criticism is always welcome! :)

          Changelog
          Code: [Select]
          V18.5
          * Corrected pawn generation error thanks to Mehni.

          V18.4
          * Added robustness for "null pointer in reachable down pawn" bug.
          * Corrected issues in orbital healing (missing part and max duration).
          * Added mod setting to disable landing pad beacon lights.

          V18.2
          * Corrected the "damaged spaceship" reward bug.
          V18.1
          * Simplified partnership research prerequisites (removed CommsConsole building requirement).
          * Vulcan turret is no more claimable/deconstructible.

          V18.0
          * Initial release.
            Credits
            • A Friend/Shinzy for the superb cargo ship texture! 8)
            • Mehni for his help debugging the pawn generation incompatibility. :)

            Modders note
            You may be interrested in the following features:
            • Draw of dynamic transparent textures.
            • WorldCOmponents.
            • LordJob, LordToil, Duties, JobDriver, JobGiver, JobEveryThing!
            • Many other things, really!

            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/.[/list]
            « Last Edit: May 30, 2018, 04:05:06 PM by Rikiki »
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            Patrykbono20

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            Re: [A11c] Rikiki's M&Co. (26-07-2015)
            « Reply #10 on: July 26, 2015, 03:51:58 PM »

            work with alpha 11 in first version ?
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            Rikiki

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            Re: [A11c] Rikiki's M&Co. (26-07-2015)
            « Reply #11 on: July 27, 2015, 03:36:32 PM »

            work with alpha 11 in first version ?
            As the API has changed between A11a and A11b, I doubt so. Your best bet is just to test it! :)
            BTW, why stay in A11a? ???

            Rikiki

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            Re: [A11c] Rikiki's M&Co. (02-08-2015)
            « Reply #12 on: August 02, 2015, 02:54:54 PM »

            Updated Alert speaker and Mining helmet. Enjoy! :D

            JesterBlue

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            Re: [A11c] Rikiki's M&Co. (02-08-2015)
            « Reply #13 on: August 03, 2015, 03:13:15 AM »

            Finally! The light is back!
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            falcongrey

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            Re: [A11c] Rikiki's M&Co. (02-08-2015)
            « Reply #14 on: August 03, 2015, 07:00:14 PM »

            Keep getting a message that the file is unavailable from the download location with the mining helmet.

            Good to see this mod updated again. I missed it! Missing the helmet though.... I need my light in the darkness!
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            It matters not if we win or fail. It's that we stood and faced it.
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