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Re: [MOD 0.12.21+] M's mods 0.0.24
Posted: Sat Jan 16, 2016 2:50 am
by mophydeen
Airat9000 wrote:good mod
author you do not plan to introduce the technology?
just at the beginning of the game is too easy to get.
2016-01-16_3-21-47.jpg
Those are part of a previous mod of mine (not public)
The blitzstart equipment is for 1 wood at the start. You dont have to use it, But you can if you dont like : dying, slow boots, slow wood cutting, ...
note: a previous version contained a powerfull personal laser defense which is removed because it was abused in multiplayer ... (hosted a game surrounded with bitters and they used it to kill the nests)
Re: [MOD 0.12.21+] M's mods 0.0.25
Posted: Sun Jan 17, 2016 10:53 pm
by mophydeen
release 0.0.25
bugfixes
Stable version !! This should be moved to an other section of the forum. I don't know which...
Re: [MOD 0.12.21+] M's mods 0.0.25
Posted: Sun Jan 17, 2016 11:05 pm
by Klonan
mophydeen wrote:release 0.0.25
bugfixes
Stable version !! This should be moved to an other section of the forum. I don't know which...
New items/entities extensions?
Re: [MOD 0.12.21+] M's mods 0.0.25
Posted: Sun Jan 17, 2016 11:11 pm
by mophydeen
Klonan wrote:mophydeen wrote:release 0.0.25
bugfixes
Stable version !! This should be moved to an other section of the forum. I don't know which...
New items/entities extensions?
Ok, how to transfer ?
Re: [MOD 0.12.21+] M's mods 0.0.25
Posted: Mon Jan 18, 2016 9:16 am
by daniel34
mophydeen wrote:Klonan wrote:mophydeen wrote:release 0.0.25
bugfixes
Stable version !! This should be moved to an other section of the forum. I don't know which...
New items/entities extensions?
Ok, how to transfer ?
Moved to Mods ‹ New Items, Entities, Extensions.
Nice mod btw, I'll have to check it out on my next playthrough
Re: [MOD 0.12.21+] M's mods 0.0.25
Posted: Mon Jan 18, 2016 4:40 pm
by mophydeen
daniel34 wrote:
Moved to Mods ‹ New Items, Entities, Extensions.
Nice mod btw, I'll have to check it out on my next playthrough
thank you
Re: [MOD 0.12.x] M's mods 0.0.25
Posted: Mon Feb 01, 2016 11:37 am
by mophydeen
Updated the sample map + used mods
Re: [MOD 0.12.x] Mmod 0.0.25
Posted: Mon Feb 08, 2016 10:16 am
by mophydeen
Feel free to suggest improvements.
eg. recipe changes or increasing bonuses
Re: [MOD 0.12.x] Mmod 0.0.25
Posted: Sun Feb 14, 2016 3:16 am
by DoctorWho?
I have a feeling someone was tired of the earlygame, and wanted to get right to the good stuff
Re: [MOD 0.12.x] Mmod 0.0.25
Posted: Sun Feb 14, 2016 8:37 am
by mophydeen
DoctorWho? wrote:I have a feeling someone was tired of the earlygame, and wanted to get right to the good stuff
faster walking, no dying and no power fuzz. (1 wood, you don't have to use them
It's up to the player)
The other things are not that easy to get.
Re: [MOD 0.12.x] Mmod 0.0.25
Posted: Sun Feb 14, 2016 7:25 pm
by DoctorWho?
Honestly, I think the speed boots are a bit ridiculous. 22 makes you teleport around, and lets you run through walls; 5 makes you several times faster than normal legs, or that's what it looks like to me.
Re: [MOD 0.12.x] Mmod 0.0.25
Posted: Mon Feb 15, 2016 12:21 am
by mophydeen
DoctorWho? wrote:Honestly, I think the speed boots are a bit ridiculous. 22 makes you teleport around, and lets you run through walls; 5 makes you several times faster than normal legs, or that's what it looks like to me.
I have a new version, 26, that has less of the 1 wood stuff (only power box -> previously known as windmill)
the other 1 wood items are removed, replaced
* the player default mining speed is slightly increased (so you are faster to deconstruct buildings)
* player has faster default movement speed.
* player has unlimited health (however, when running through bitters with your armor, your armor might get destroyed cause of its durability)
* an upgraded version, mk2, of:
- speedboots: x5 exo cost and spec
- reactor: x10 cost and spec
- personal roboport: x5 cost and spec
So no more special armor or shields
as for the power box, I would like to find a way to only let 1 be available for free/or 1wood. the next ones cost alot.
available means:
* in someones inventory
* placed on the map
* dropped on the map
* in a chest
Re: [MOD 0.12.x] Mmod 0.0.27
Posted: Mon Feb 15, 2016 8:34 pm
by mophydeen
Re: [MOD 0.12.x] Mmod 0.1.0
Posted: Tue Feb 16, 2016 4:51 pm
by mophydeen
version 0.1.0 stable version without 1 wood items
Re: [MOD 0.12.x] Mmod 0.1.0
Posted: Sat Mar 19, 2016 6:12 pm
by mophydeen
Poll added
Re: [MOD 0.12.x] Mmod 0.1.0
Posted: Wed Mar 30, 2016 11:33 am
by AceTecNic
Hello,
We love this mod to play, but one thing bothers us a little bit. We can´t die, or the mining crafting and walk speed is 2 high..
Can we turn off this function or change a value?
Thank u 4 made this mod!
Have a nice day!!
Ace
Re: [MOD 0.12.x] Mmod 0.1.0
Posted: Fri Apr 01, 2016 11:29 am
by mophydeen
AceTecNic wrote:Hello,
We love this mod to play, but one thing bothers us a little bit. We can´t die, or the mining crafting and walk speed is 2 high..
Can we turn off this function or change a value?
Thank u 4 made this mod!
Have a nice day!!
Ace
To die again ...
remove these in "data.lua", line 168-170
Code: Select all
-- I don't like dying
mplayer.max_health = "-1"
mplayer.healing_per_tick = "0"
line 173 is running speed: (change 3 to 2 or 1.5) default = 1
Code: Select all
mplayer.running_speed = mplayer.running_speed * 3
line 177 is mining speed: (change 5 to 3 or 2) default = 1
Code: Select all
mplayer.mining_speed = mplayer.mining_speed * 5
Re: [MOD 0.12.x] Mmod 0.1.0
Posted: Fri Apr 15, 2016 10:21 am
by Speadge
how did u Change brightness at night? Im looking for a way to make it even darker.
thanks
Re: [MOD 0.12.x] Mmod 0.1.0
Posted: Fri Apr 15, 2016 7:27 pm
by mophydeen
Speadge wrote:how did u Change brightness at night? Im looking for a way to make it even darker.
thanks
in data.lua line 187
-- afraid in the dark ?
if Settings.MoreLight then
mplayer.light =
{
minimum_darkness = 0.3,
intensity = 0.9,
size = 250
}
end
Re: [MOD 0.12.x] Mmod 0.1.0
Posted: Mon May 02, 2016 2:53 pm
by mophydeen
the poll seems rather unpopular.