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Author Topic: [A12d] eXMods (28/10/2015)  (Read 33593 times)

spiritus80

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[A12d] eXMods (28/10/2015)
« on: August 24, 2015, 01:56:13 PM »









eXLife 1.55f (12D)
eXPlants 1.1f (12D)
eXTech 1.55f (12D)


The mods are independant, but overlap.

Modlist order:
Core
other mods
eXLife
eXPlants
eXTech
(eXTinct)

DROPBOX LINK
https://www.dropbox.com/sh/9n51vst524qtbwn/AAAvn3DT8ea4ODmKxogozt5qa?dl=0


The goal of these mods are not to replace or directly compete against another build, but to add ontop of other mods to add content.


eXLife



eXPlants



eXTech





Other information:
Extract into the mod directory, if you have installed a previous version, please delete that version.
A new world and a new colony is highly recommended to run this mod smoothly.
I do not know of any compatibility issues yet, I would be glad for feedback on this,
or any other feedback is also welcome.


CHANGE LOG:

Release 1.55f

- Workbench texture is replaced with medlab's texture (3x1)
  Edge of the workbench now has a more thick black outline.
- Medlab recipes now be crafted with default brewery only.
  eXHopper has been removed from texture and .xml
- Recipe for CorePart has been added to TableMachining's recipe pool.
- Parts for crafting is now concidered as both Exotic and Artifacts under category Components.
- Cost for constructing the workbench has been reduced from 10 to 1 cores.
- LokiR Alpha boss egg interval increased from 1 to 6 days.
- New textures for DarkOne, Zero, One and MiinMuun.
- Dogbit is now ratlo with a more unique texture.
- Slimes has split into two kinds, amoeba and bacteria.
  Textures of amoba slime is a reversion back to stage one only, while bacteria kept the second and the third stage of the slime.
  They remain same race for now.
- Darkling have been retextured with a new color, male are brown with blue feet and beak, while female are now white.
- A majority of the creatures have shrunk in size to a more "normal" height.
- Shroomtree,Hueshroom and Trinitytree textures have been redone and resized.
- Gnarf Liana textures has more details.


Code: [Select]
Release 1.5
The mod has been divided into 3 parts, life, plant and tech,
granting the user a way to avoid portions of the mod instead of using all together.

Without stating the obvious, life contain some prothestic organs for humans as well as for creatures.

Updates:
New blade has been added to eXTech, Zong, a medium sword.
LokiR Zero and One melee attack has been reduced to half damage of previous.
Dark One use heavy weapon now.
Battlespider has been added to factions PawnGroup.

[hr]
New releases : eXLifebyeXTech 1.495 & eXPlant 1.0 (standalone)

[i][u]eXPlants 1.00[/u][/i]
Plants from 1.495,
The module contains a minimum to launch the mod as a standalone,
I've yet to test it beyond creation of a New world and start New colony.

[i][u]eXLifeByeXTech 1.45[/u][/i]
Insects have their own faction: Insectoids seperate to the mechanoids.
A new mechanoid has been added to the LokiR faction, "Battle Spider". (Replaces the function of the other spiders)
Changed venom attack for poisenous creatures into toxic buildup, with 3 different types (X, Y and Z) and strenghts.
Recolored and Resized Workbench and MedLab
Reorganized recipes
Added a few bionics such as heart, lung, liver and kidney and claw has been added to Human and some Creature races.
Wild Roses and Daylily are now "food"
Fixed:
eXWrench was unavailable.


[i][u]1.491b[/u][/i]
LokiR race are no longer flesh, all meat and leather is obsolite.
(An error will pop up if you Upgrade from another Version of the mod, ignore it and save game.
Cultivated plants has been added to the Wild.
Adjusted clusters and mesh count on many plants.
Added a New mechanoid, QueMiinMuun.

[i][u]1.49b[/u][/i]
Included Core as part in tradeskill system
Replaced the texture for Powercell.
All of the parts can be made at the workbench
Included 2 Tools; hammer and wrench, mostly meant as big melee weapons for bashing skulls.

[i][u]1.49a[/u][/i]
Quick fixes to Crystals : Owlium and XePh, no longer consumale directly as food  due to a pickup and drop bug.
Adapted final touches to animals bodyparts and recipes, giving support to LT-ASA by Latta at : https://ludeon.com/forums/index.php?topic=11171.msg111237#msg111237..its realy fun try it.

[i][u]1.49[/u][/i]
Toned Down on some of the plant textures, downsized some mushrooms and cacti.
Recolored some, added shadow on others.
Replaced the crystal textures with some gem textures.
Replace blackwidow and Stalking ghost textures.
Added a new rare pet, Dogbit, more details will be added later on.
Basic clothing can be made out of bark from Gnarfwood.
Walls, Furniture ..ect can be build out of material from Shroowood.

Crafting and trade goods has been added, parts such as Electronics, "parts", sheet, plates, cores , wires and powercells.
two recipies; the default Personal Shield and the traditional Armor Vest.
Parts are currrently very rare, and is not possible to create at this time, maby a trader will have some.

[hr]

[i][u]1.48[/u][/i]
Added 2 Crystals with mineral, one with uranium and one with steel.
Both are extremly rare, and takes hundreds of days to mature.
Makes desert landscape more "fun" and attractive.
Changed the textures for darkleaf into a more exotic look and medicinal.
Trinity tree's are now divided into blue and pink, sizes is adjusted to avoid clipping. (take a few years to grow)
Mushrooms now have 3 textures.
Added a new blue tinted grass.
Stalks drop "RawHops".
Cleaned up xml clutter in bodies and races.
Agave stalking spider has more clear legs.
Minor changes to colors, sizes, amount and  variations  to plants and ect has been adjusted to give more jungle, less bundle of colors.

[i][u]1.47iX[/u][/i]
Adjusted DarkOne, size, and adjusted thinktree MechanoidTwo: duty has higher priority than eggs and stuff.
Added 2 more plants, Gnarf and Gleaf.
Added more textures to previous added plants, and reduced some of the sharp colors. Nearly burned my eyes after a while.
Increase size of Trinity tree to a giant.
All modded trees are now impassible, and will make for a natural defence or give a feeling of jungle/forest.

Pets should each have recipes for surgery, may need to look elsewhere for working operation tab;
(https://ludeon.com/forums/index.php?topic=16000.0)

[i][u]1.47X[/u][/i]
Added a ton of plants to give more feel of an alien world crashlanding.
B0t boss got a new texture.
Changed taming fail chance to 12.5 as an average, and 7% fail chance while taming darkling duck, as per popular demand.
ExPets is renamed to eXLife since the mod has moved from pets to cover both Animals and plants,
should work with other animal and plant mods.


[i][u]1.46Xa[/u][/i]
Nerfed Venom A (Y)'s potency.
Reduced commonality for the B0ts, should not be as hungry as before, but they got to eat since they lay eggs.
Altered textures of weapons and majority of creatures , added a black exterior shadow.
Those jellyfishes neon color nearly brought down an airplane.
Added 3 spiders and a B0t boss/elite with melee.
B0t "LokiROne" should not spawn in the wild, instead focused on raid.
Spiders added to LokiR faction to make them hostile and spawn them on raids.

[i][u]1.46X[/u][/i]
(Experimental Version)
Add New Tech, like water proof and stylish looking powerplant, battery not included, but available.
Heat/light based handheld gear, including a flashy new wristband. Remember to force everything on, else might get lost.
Animals now produce a small amount of heat to bring bodyheat for those who beleve in bio generated heat.
Added 2 new pets and a hostile animal, both raider and wild spawn with egg laying. Hardcore.
(yellow desert slime, LokiROne and LokiRZero (mechs).

[i][u]1.45b[/u][/i]
Cleaned up the xml files; structure, def's and things.
Added fundation for the  "meaning of life" for slimes :
Part 1 out of  3; "Way of the ZiXm"

[i][u]1.45a[/u][/i]
eXLife Last minute change of race names, names of stages and how common they are.

[i][u]1.45[/u][/i]
eXLife:
Corrected the issue with operation recipe's for "remove part".
They are wild now, each pet has its own biome.
Since they are not native to this land they compete local fauna eating all the flora and laying eggs.

[i][u]1.44[/u][/i]
All textures has been revamped.
Floaters ; Ixy and Rixy have two colors, one for male and female.

[i][u]1.43a[/u][/i]
eXPet:
Ixy got a friend, Rixy, its a warmblooded variant.

[i][u]1.43[/u][/i]
eXPet:
IxyPopp is now possible to tame.

[i][u]1.42[/u][/i]
eXPet:
Smuggler now trade cheap eggs versus expensive pets.
Both unfertile and fertile eggs, remember to Stock up on silver and gold.
She/He might also trade you an implant you may or you may not need.
Good Luck with slime mouth
eXTech:
Added a new workbench for creation of gear, including mint green googles.

[i][u]1.41[/u][/i]
eXPet:
Fixed the eX Smuggler.
Released a New pet , its a floater and its called Ixy Popp (no, not Iggy Pop)
eXTech:
Added a stun prod , but thats all it does.
2 new appearal has been released, :  Googles with and without colorable frames. I heard the green goo leather look funky With Purple hair.

[i][u]1.4[/u][/i]
eXPet:
Added a new pet called Darkling.
Added MedLab workbench.
Tweaked size of mod and images to deal With lagg expirenced from large png in early the  edition of 1.3.
Changed size of pets has been based on 1:1 instead of change size ratio.
Changed texture for guns and spike.
Changed wasp damage from stinger to venomous stinger.
Changed amoeba damage from bite to toxic bite.

[i][u]1.3[/u][/i]
eXPet:
Added more textures for the amoebas, some variation in size between male and female.
Added a survival  mask for those harsh days ahead.
Added a more  extensive bodypart system , allowing for future surgery when operation tab is available on pets.

[i][u]1.2[/u][/i]
eXPet:
Tweaked with damage, size and image of Wasps, enabling egg's and mating.
Gave the pets longer lifespans and a 4th lifestage.
Cleaned up clutter in xml files.

[i][u]1.1[/u][/i]
eXtech:
Added a Pyro-Electric blade as requested.
eXPet:
Tweaked the size of the Amobas, way more fun when they are small in size....beware... O <---- is real size
Changed Directory for the mod to eXTech and eXLife.

[i][u]1.0[/u][/i]
Released

Favorite quote "...it's not a bug, its a feature !"

THINK TANK CHECK LIST:

With the release of version 1.55f/1.1f the foundation for 1.6 is in place.
NexT step will be to replace some of the Tech textures.

1.6
---
1. Re-examine the artwork.
2. Redesign/replace artwork.
3. Transfer art from paper to digital.
4. Add some new stuff when rework is done.
---


I do not have an exact date for the release of 1.6, but sometime in november month.
Until november I will work on stuff on paper and see where I end up.


Other thoughts
Some personal comments and thoughts about Future goals of this expansion module (mod)

This mod aim to improve the "Phoebe" expirence, while keeping the violence to a minimum. There will still be a challenge,
 in form of wildlife taking over, plant life reclaim the land and strange diseases.
Not all plants can be Harvested, some may need to be spotted and singled out among all the "Growth".
The tech part of the mod aims to provide some Tools and Gear to help the player fit to the role as care taker, but its not a requirement.

.. Add a deeper "meaning of life" for Creatures such as the "flagships" Slimes and Floaters.
.. Balance of plantlife and wildlife, do not want to over-do it, but same time want to make the jungle feel it work against you.
.. Improve upon current textures such as wild creatures, plants, items, "Objects" in general.
.. Creatures and plants may be added in between, but quality of existing work has a higher priority.
.. Improve quality of clutter and themed based stuff.



..more TBA

Some words on the bottom, as requested in mod release description.

*
If this mod, or a part of this mod is interesting, either as a whole or components I will gladly allow this to be added acording to License below.


*
The codes in XML are gathered from Core xml files, and is not my right to claim.

The source for the custom textures in the mod (.svg .bmp .psd and png) are registered with Copywrite on http://www.copyrighted.com,
and should not be subject for anyone to make a profit on, but as inspiration and fun.

They are made for fun and should only be used acording Creative Commons Attribution-NonCommercial 4.0 International Public License.

(I am aware the graphic might not be excellent, still I put alot of work hours into putting a reflection of my soul in the mod,
 so totally not interested in rename and republish as someone elses "work", or salvaged if this mod seems abandoned in some way.)

[attachment deleted due to age]
« Last Edit: November 11, 2015, 03:58:48 AM by spiritus80 »
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«Temple»

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Re: [A12] eXtra Tech & eX Space Pets
« Reply #1 on: August 24, 2015, 03:08:02 PM »

Nice to see someone is already adding pets with the new features with A12.  8)
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Dragoon

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Re: [A12] eXtra Tech & eX Space Pets
« Reply #2 on: August 24, 2015, 03:18:46 PM »

This looks promising
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Quote from: faltonico
I truly can't understand that sense of balancing a LOT of modders have, pouring more resources on something doesn't make it more difficult, but more annoying. It is not engaging, even if i'm swimming in silver at late game ¿why to bother?, why all the effort to get there?.

FridayBiology

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Re: [A12] eXtra Tech & eX Space Pets
« Reply #3 on: August 25, 2015, 12:34:19 AM »

Would love a Energy blade for melee and 100% cutting of trees and Hay :P
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spiritus80

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Re: [A12] eXtra Tech & eX Space Pets
« Reply #4 on: August 25, 2015, 10:53:06 AM »

I have added the "blade" as requested, it is a good idea to cut down those trees real fast.
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Nerve

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Re: [A12] eXTech & eXPets
« Reply #5 on: August 26, 2015, 10:31:22 PM »

The wasps don't seem to be mating or laying eggs.  Is that intentional?
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FridayBiology

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Re: [A12] eXTech & eXPets
« Reply #6 on: August 27, 2015, 03:47:51 AM »

ExTech vanilla doesn't seem to work/beable to load with Alpha 12b.
is this just me?
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spiritus80

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Re: [A12] eXTech & eXPets
« Reply #7 on: August 27, 2015, 10:17:31 AM »

The wasps don't seem to be mating or laying eggs.  Is that intentional?

I am looking into the egg laying and mating codes, just finished the graphic for the eggs.

<comps>
         <li>
            <compClass>CompEggLayer</compClass>
            <eggFertilizedDef>EggInsectFertilized</eggFertilizedDef>
            <eggFertilizationCountMax>1</eggFertilizationCountMax>
            <eggLayIntervalDays>40</eggLayIntervalDays>
            <eggProgressUnfertilizedMax>0.5</eggProgressUnfertilizedMax>
            <eggCountRange>
            <min>5</min>
            <max>10</max>
            </eggCountRange>
         </li>
      </comps>

ect done..
« Last Edit: August 27, 2015, 10:24:56 AM by spiritus80 »
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spiritus80

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Re: [A12] eXTech & eXPets
« Reply #8 on: August 27, 2015, 10:23:46 AM »

ExTech vanilla doesn't seem to work/beable to load with Alpha 12b.
is this just me?

I will look into it, I am downloading 12C now, I will test the code in a litle bit.
Thanks for the feedback.
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Nerve

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Re: [A12C] eXTech & eXPets
« Reply #9 on: August 28, 2015, 01:11:40 AM »

New textures and life stage look great, but I still can't get them to lay eggs.
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FridayBiology

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Re: [A12C] eXTech & eXPets
« Reply #10 on: August 28, 2015, 07:20:00 PM »

Rimworld letsplay with Slime thought you'd like to see it.
What do slimes actually eat?

ep 01 https://www.youtube.com/watch?v=eof8Fxlu4lU
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spiritus80

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Re: [A12C] eXTech & eXPets
« Reply #11 on: August 29, 2015, 05:55:40 AM »

Rimworld letsplay with Slime thought you'd like to see it.
What do slimes actually eat?

ep 01 https://www.youtube.com/watch?v=eof8Fxlu4lU

The slimes are omnivores , they eat pretty much everything, they love ration packs though.
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spiritus80

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Re: [A12C] eXTech & eXPets
« Reply #12 on: August 29, 2015, 06:03:41 AM »

New textures and life stage look great, but I still can't get them to lay eggs.

I am preparing to release 1.03 today, all of the pets has been tested while tame, and not. Both slimes and wasps lay eggs.
Mating, egg laying and such has been decreased to a decent level, the eggs has been reduced in price as well.
Slimes have more textures now to give them more attitude.


I have hidden an easter egg into the mod, a more extensive bodypart system in preparation for when will be able to operate.
so in short, it is "operable ready" ... like hd ready :D


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AllenWL

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Re: [A12D] eXTech & eXPets
« Reply #13 on: August 29, 2015, 08:32:00 PM »

What do slimes do, exactly? Other then be really small and eat stuff?
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spiritus80

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Re: [A12D] eXTech & eXPets
« Reply #14 on: August 29, 2015, 11:51:11 PM »

What do slimes do, exactly? Other then be really small and eat stuff?

This is a very good question, they might eat you out of the house so to speak.

I should contemplate on this, in the mean while...

Their role is limited to adding different neon colors on clothing as they give a litle bit of leather.
Eggs on the other hand is used as an ingredient to manufacture a potent medicine.
Agave + herbal medicine can be mixed to gain paste called ZiXm, the result is Depends on the egg.
One will make KeXit and the other XiKit.
XiKit will is a potent 2.0 medicine, KeXit has only a potency of 0.8, however it is intended for eXPet surgery recipe's to apply/remove libs in the future.
« Last Edit: August 30, 2015, 12:14:09 AM by spiritus80 »
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