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Author Topic: [1.0][MODLIST] Glitter Tech  (Read 663620 times)

Sam_

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[1.0][MODLIST] Glitter Tech
« on: August 16, 2014, 05:41:59 AM »

[1.0] Glitter Tech - v1.65

Description:
Glitter tech adds a number of advanced buildings, items and resources to extend gameplay and difficulty in the late game beyond what the game already offers. It is recomended that you start a new world to play the full Glitter Tech experience.

This mod builds upon the existing information in the game that mentions glitter worlds. These worlds are presumably very high tech human societies with advanced production, communication and defense technologies. This mod adds the ability to produce and purchase more advanced items in almost every category. This technology attracts the attention of new factions hired to retrieve those advanced assets by glitter world corporations.



Changelog:
Code: [Select]
v1.65
Updated to Alpha 15.

v1.65
Orion Corp can no longer siege
Xeon-Ion generator placeworker is fixed and can no only be placed on a steam geyser.

v1.6
Computer components are now craftable by "sorting" components at the machining table.

v1.5
Titanium ore is now slightly more common
Commando factions now raid after 150 days, instead of 30

v1.45
Updated to Alpha 14.
Added to steam workshop.

v1.45
Bandages no longer used as medicine, just recipes
Tanks no longer spawn from Crashed Ship Parts
Tanks now bleed...

v1.44
Xenon-Ion placeworker re-removed...

v1.4
Xenon-Ion placeworker re-added
Mortars can now target again
Blackmarket Traders are now Orbital traders

v1.3
Updated to Alpha 13

v1.2
Updated to Alpha 12
Fixed minor bugs

v1.1
Updated to Alpha 11
Improved surgery compatibility. This mod should theoretically be compatible most mods now.

v1.0
Changed Xenon Ion Turbine so it can be placed anywhere, temporarily
Added Re-Ambulation Pod for some advanced and semi-automatic wound treatment
Added Dynamic Relaxation Chair for some high tier comfort
Added Flood light, for a more expensive, but better lighting

v0.91
Updated to Alpha 10
Increased the price of Nano-suits
Changed sound files of Orion Corp tanks
Re-implemented Orion Corp Tanks

v0.9
Added alpha and beta flooring
Added HC-1 shield and Orion Corp Defense Shield
Added melee weapon Orion Corp pacifier
Added new Orion Corp soldier; the peacekeeper
Added new building; EMPD-1 charge
Disabled Orion Corp Tanks
Disabled Replicator faction

v0.81
Updated to ALPHA 9

v0.8
Added: Two new factions
Orion Corporation: A mega corporation entirely focused on profit. They mine, experiment and consume rim worlds, outside of civil space to avoid laws and taxation. They sometimes start peaceful to the colony, and are rivals to commandos
Replicators: Originally designed to annihilate the Mechanoids, these machines have self-replicated and updated beyond the control of the humans that originally built them.
Added: New pawns
Orion Corp Soldier
Orion Corp Heavy
Orion Corp Tank
Small replicator
Added: Pharmaceutical table
Produces medicine
Added: New recipes
Bandages from cotton
Medicine
Serum
Ethanol
Plasteel from silicon and titanium
titanium from plasteel
glitterworld medicine
Added: Advanced bionics and cybernetics
Added: Six new turrets
Cannister turret
Auto mortar
Auto EMP mortar
Cluster Mortar
Missile launcher
Cruise missile launcher
Added: New weapons
Orion corp defense weapons, and launcher.
Orion corp exoskeleton: Worn by most Orion corp soldiers
Added: Titanium ore
It will require a new colony
Spawns a bit rarer then Plasteel
Changed: Commandos now use advanced bionics
Changed: Titanium shield is now made from stuff, and renamed Shield
Changed: Shield now has a graphic
Changed: Plasma reactor now has a graphic
Changed: EMRG Turret graphics are fixed
Changed: Pricing for items in traders is more balanced
Changed: Alpha and Beta Polys are no longer sold by traders
Changed: Black market trader is more balanced, and hopefully more common due to no longer selling slaves.

v0.7
Updated to ALPHA 8
Change: Nano suit apparel and advanced weapons are now more balanced, this change may revert based off of feedback
Change: Titanium wall lights, windows and blast door now use the new resource system, ie: they are build-able with any material
Added: Two new epic materials: Alpha Poly and Beta Poly, both are extremely expensive, hard to craft and are supposed to be near indestructable building materials.

Added: Silicon, and computer components. The later crafted off of the former, advanced buildings now require computer components
Added: Electrolyzer. A new crafting station to create silicon from stone
Added: Robotic assembler. A new crafting station to create computer components, magnetic coils, and any new products in future.
Added: Matter fabricator. A new crafting station to create very expensive materials, including the aforementioned Alpha and Beta polys.
Added: Plasma fusion reactor. Currently unfinished, and untextured. It functions correctly, but looks like an eye sore and isn't totally balanced
Added: Research for all of the added features above. Because just knowing quantum physics, Plasma spectrography and thermal dynamics doesn't make sense...
Note: This update is filled with untested and unfinished features in an effort to update to Alpha 8. GlitterTech version 0.8 will be the next major update, with planned features discussed below.

v0.65
Change: Rebalanced titanium lights and windows to match titanium materials
Change: Changed price ranges for weapons, to make them a tad harder to get
Change: Titanium price fixed, it's now more expensive then 60 cents a piece...
Change: Commando classes have been rebalanced, they now have enough money to actually buy armour
Note: This update, and v0.6 if you don't update, will require a faction reset. Details about how to are below in 0.4

v0.6
Added Titanium Lights
Added Impaction charge
Added reactive armor
Added Nano skin
Added Nano speed skin
Added commando classes

v0.5
Added EMRG Turrets
Added Advanced research
Added MRG Rifle
Added MRG Pistol
Added Titanium windows and blast doors
Added Titanium Shield
probably something else that I forgot

v0.4
Added Titanium walls, doors, and floors
Added new faction: Commandos
Added new resource: Titanium
Note: factions are created when the WORLD is created (not the colony) so new factions added will not exist in current saves. To experience the Commandos faction you need to either make a new world, or make the same world, using the same seed that your saves use, as this will over ride the factions in current saves and add any new factions. Credits go to Bodog999 for this solution.
Pirates and NPCs other then commandos no longer spawn with advanced gear

v0.3
Added Xenon-Ion Turbine
Added new resource: Magnetic Coil
Added new trader: Black Market Supplier

v0.2
Added APB-1 Pistol
Added APB-1 Rifle
Added APB-1 Projector
Changed a few minor things with EMRG-1

v0.1 First version uploaded

Notice:
After a long wait I have finally gotten the time to update this mod. I'm planning a complete overhaul for this mod and I should hopefully add a ton of new features and rework the crafting systems. The general concept and the weapons or factions will mostly stay the same. If you have any ideas that you want to see in this mod then make a post, I consider them all.

Downloads:
Dropbox | All releases | Steam

Glitter Tech (No surgery):
Dropbox | All releases | Steam

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.0] Tilled Soil - v1.2

Description:
Since the beginning of civilisation the human race has been tilling soil to bring vital nutrients to the surface when planting crops. With this mod humanity in the year 5500 can too!

This mod adds a new flooring; tilled soil, which is a buildable version of fertile soil.

In addition it adds research for terrain rehabilitation allowing you to build dirt onto smooth stone and other natural floor types so you can build underground greenhouses.



Changelog:
Code: [Select]
v1.2
Updated to Alpha 15

v1.2
Changed toiled soil texture

v1.1
Updated to Alpha 14

v1.06
Updated to Alpha 13
Tilled Soil is now removable

v1.05
Updated to Alpha 10
Changed texture to asset provided by Igabod

v1.0
Initial release

Downloads:
Dropbox | All releases | Steam

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.0] Dye Vat - v1.0

Description:
A simple mod that adds a dye vat to dye cloth into some bright colours.



Changelog:
Code: [Select]
v1.0
Updated to Alpha 15

v1.0
Initial release

Downloads:
Dropbox | All releases | Steam

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.0] Furnace - v1.0

Description:
A simple mod that adds a furnace building to heat up rooms to extreme temperatures.

Good for disposing of many bodies, clothes, pests and prisoners...

You will have to be clever about allowed areas, doors and vents, it is very easy to accidently burn colonists and pets alive.



Changelog:
Code: [Select]
v1.0
Updated to Alpha 15

v1.0
Initial release

Downloads:
Dropbox | All releases | Steam

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

____________________________________________________________

[1.0] Fishing Nets - v1.0

Description:
A simple mod that adds the ability to catch fish from rivers, lakes and oceans. There are several tiers of fishing nets that catch fish over time. Fishing nets also occasionally break, with basic wooden fishing nets only lasting a couple of days.

In addition there is an option to build a fishing net on ice, to reap the benefits of the ocean under the ice.



Changelog:
Code: [Select]
v1.0
Initial release

Downloads:
Dropbox | All releases | Steam

License:
You are hereby encouraged to tear my mod end from end for your own personal use. But, ask permission before uploading any of my content.
If adding this to a modpack you are going to distribute please ask permission and PM a link to the forum post.

« Last Edit: October 24, 2018, 07:14:40 AM by Sam_ »
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Dibblah

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Re: [MOD] (Alpha 6) Glitter Tech v0.1
« Reply #1 on: August 16, 2014, 05:57:56 AM »

Sounds awesome, giving it a try :)
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Somz

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Re: [MOD] (Alpha 6) Glitter Tech v0.1
« Reply #2 on: August 16, 2014, 07:05:47 AM »

Yep, definitely giving it a try. Though I fear it'll be OP a bit- "Equiped with Electromagnetic barriers which will repluse most kinetic weapons fire."
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Sam_

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Re: [MOD] (Alpha 6) Glitter Tech v0.1
« Reply #3 on: August 16, 2014, 07:12:25 AM »

Yep, definitely giving it a try. Though I fear it'll be OP a bit- "Equiped with Electromagnetic barriers which will repluse most kinetic weapons fire."

That's just the description, there is no actual shielding implemented. After testing it a bit myself I think perhaps it might need to be buffed a bit. It's much rarer then other items, but doesn't improve stats much.
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Somz

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Re: [MOD] (Alpha 6) Glitter Tech v0.1
« Reply #4 on: August 16, 2014, 09:33:41 AM »

Yep, definitely giving it a try. Though I fear it'll be OP a bit- "Equiped with Electromagnetic barriers which will repluse most kinetic weapons fire."

That's just the description, there is no actual shielding implemented. After testing it a bit myself I think perhaps it might need to be buffed a bit. It's much rarer then other items, but doesn't improve stats much.

A personal shield absorbing some damage sound fine, just the repelling all sounded bad.
And even though their stats aren't that better, they look cool enough, it's totally worth it.^^
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To beer or not to beer.
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Zeta Omega

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Re: [MOD] (Alpha 6) Glitter Tech v0.1
« Reply #5 on: August 16, 2014, 12:30:59 PM »

REALLY?!? This is your first mod?......Wow Im looking forward to see what you will do I the future my friend. I love how they look like Spartans to. Keep up the good work
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Dragoon

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Re: [MOD] (Alpha 6) Glitter Tech v0.1
« Reply #6 on: August 16, 2014, 04:16:27 PM »

Wow cool!!
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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?.

smitj045

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Re: [MOD] (Alpha 6) Glitter Tech v0.1
« Reply #7 on: August 16, 2014, 05:47:35 PM »

First shot with the rail gun, it blew someone's leg off. I love it. The armour looks pretty cool as well.
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securitycop

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Re: [MOD] (Alpha 6) Glitter Tech v0.1
« Reply #8 on: August 16, 2014, 09:20:19 PM »

looks great im installing it
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Zeta Omega

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Re: [MOD] (Alpha 6) Glitter Tech v0.1
« Reply #9 on: August 16, 2014, 09:23:19 PM »

What are the stats of the rail gun? also please tell me raiders don't spawn with these things......
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smitj045

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Re: [MOD] (Alpha 6) Glitter Tech v0.1
« Reply #10 on: August 16, 2014, 11:57:53 PM »

Y'kno, I have one little itty bitty problem with this mod. That being that there's only a sniper-like weapon available. So at first I was going to ask if you could maybe make an assault rifle version or a heavy machine gun. Then I thought, screw it I'll make my own since he says we can do what we want. And thus my own first little modding attempt was created. I'll admit that it's nowhere near as original or great as yours, but I managed to edit the sound files, alter the textures and get everything working. I now have three awesome railguns to play with. a single shot cannon, a three round burst general purpose and a ten round burst suppression weapon. I haven't tested them for balance yet, but would you like me to put them up on this thread?
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Sam_

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Re: [MOD] (Alpha 6) Glitter Tech v0.1
« Reply #11 on: August 17, 2014, 03:44:26 AM »

Y'kno, I have one little itty bitty problem with this mod. That being that there's only a sniper-like weapon available. So at first I was going to ask if you could maybe make an assault rifle version or a heavy machine gun. Then I thought, screw it I'll make my own since he says we can do what we want. And thus my own first little modding attempt was created. I'll admit that it's nowhere near as original or great as yours, but I managed to edit the sound files, alter the textures and get everything working. I now have three awesome railguns to play with. a single shot cannon, a three round burst general purpose and a ten round burst suppression weapon. I haven't tested them for balance yet, but would you like me to put them up on this thread?

I'd rather you made separate mod post with just your additions, but it's entirely up to you. That's just how my mod here started, by having a go at decimating some poor modders gun mod.

Yeah, I was certainly going to implement a range of weapons to add to the collection, perhaps the latest in laser weaponry? And maybe a few rail gun turrets, see how I go.
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Zeta Omega

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Re: [MOD] (Alpha 6) Glitter Tech v0.2
« Reply #12 on: August 17, 2014, 04:53:57 PM »

DO raiders spawn with these......Please say no....
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Sam_

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Re: [MOD] (Alpha 6) Glitter Tech v0.2
« Reply #13 on: August 18, 2014, 01:41:07 AM »

DO raiders spawn with these......Please say no....

I have only edited the xml files for weapons, and haven't had time to test it thoroughly yet. If someone else could post here where they got the weapons from in their playthrough, that would help out.
Otherwise there is only one variable in the xml files related whether traders have the weapon, and another defining the price.
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Zeta Omega

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Re: [MOD] (Alpha 6) Glitter Tech v0.2
« Reply #14 on: August 18, 2014, 07:02:00 AM »

DO raiders spawn with these......Please say no....

I have only edited the xml files for weapons, and haven't had time to test it thoroughly yet. If someone else could post here where they got the weapons from in their playthrough, that would help out.
Otherwise there is only one variable in the xml files related whether traders have the weapon, and another defining the price.
What about the armor? Where do you buy or get that?
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