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Mods by Pether


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Some time ago, I created this forum thread:

The idea was to post info about my new mod releases, so everybody knew and had easy access to them. Recently I focused on existing mod maintenance and bug fixing, so I didn't release anything new and the thread got archived. But now I got new mod release to share with you, so here we are, 2nd thread for all my mod releases to continue archived one. I will post info here if I had new mod, so you could easily find them in the workshop if you were interested.

Any feedback and suggestions are more than welcome. I can't promise I will implement all of your ideas, but many of my mods grew a lot and become much more better based on users' feedback and I'm looking foward more good improvements!

Full Mod List:

1. Illumination Sensor
https://steamcommunity.com/sharedfiles/filedetails/?id=2326745828

2. Rocket Presence Port
[partially obsolete, similar feature implemented in the DLC]
https://steamcommunity.com/sharedfiles/filedetails/?id=2339405225

3. Rooms Expanded
https://steamcommunity.com/sharedfiles/filedetails/?id=2348079481

4. Recycle Oxygen Masks
[removed - idea got obsolete]

5. Interplanar Automation
[partially obsolete, similar feature implemented in the DLC]
https://steamcommunity.com/sharedfiles/filedetails/?id=2361374172

6. Configurable Durability
[removed - idea got obsolete]

7. Conveyor Rail Display
[partially obsolete, see 14. Combined Conduit Display]
https://steamcommunity.com/sharedfiles/filedetails/?id=2383900750

8. Symbiotic Germs
https://steamcommunity.com/sharedfiles/filedetails/?id=2390576196

9. Research Requirements
https://steamcommunity.com/sharedfiles/filedetails/?id=2405919736

10. Selectable Art 
[removed - merged with "Resculpt"]

11. Free Skillpoints
https://steamcommunity.com/sharedfiles/filedetails/?id=2557246397

12. Multiplayer Storage
https://steamcommunity.com/sharedfiles/filedetails/?id=2612332708

13. Diseases Expanded
https://steamcommunity.com/sharedfiles/filedetails/?id=2627657947

14. Combined Conduit Display
https://steamcommunity.com/sharedfiles/filedetails/?id=2634633299

15. Configurable Build Menus
https://steamcommunity.com/sharedfiles/filedetails/?id=2669076399

16. Real Calories Info
https://steamcommunity.com/sharedfiles/filedetails/?id=2803999640

17. Radiation Rebalanced
https://steamcommunity.com/sharedfiles/filedetails/?id=2844088155

18. Signs, Tags and Rbbons
https://steamcommunity.com/sharedfiles/filedetails/?id=2883096049

19. Fragrant Flowers
https://steamcommunity.com/sharedfiles/filedetails/?id=2924528762

20. Checkpoint Automation
https://steamcommunity.com/sharedfiles/filedetails/?id=2927019052

21. More Logic Ports
https://steamcommunity.com/sharedfiles/filedetails/?id=2967059775

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My newest mod is quite small, but could save lives: if you disable a specific food from a diet of a duplicant, its calories won't be included in the total sum in the top-left corner. For example, if you have 100k kcal of raw meat and 20k kcal of barbeque, but you allow only eating the latter, total sum will show only 20k kcal. If you hover over it you will still see info of 100k kcal of raw meat.

16. Real Calories Info
https://steamcommunity.com/sharedfiles/filedetails/?id=2803999640

preview50.thumb.png.b0e036df87fc533a79a327ca6731530c.png

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19 hours ago, SharraShimada said:

Thank YOU! It bothered me forever i see trillions of calories, but not what is actually allowed to consume.

Yeah... in my last game I ignored my food problems, because it said I have over 1.000.000 kCal. When my dupes starved to death it was already too late... Never again!

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Usually I don't post info about mod updates, but this one is pretty big and if feels to elevate the mod more than initial release did:

I recently updated "Diseases Expanded", adding new germs and diseases. One of them is a Virus that mutates during the course of the game: it starts as absolutely harmless curiosity, but when allowed to fully develop it will turn your base into despairing hell, putting "Diseases Restored" mod to shame. You can use settings to adjust mutation speed to your playstyle. Read more at "Diseases Expanded" mod page. Good luck and have fun :)

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My newest mod modifies some aspects of Radiation system in the DLC: Beeta Hives now emit more radiation when eating, allowing you to use them for radbolt collection faster than with early game Wheezewort setups. Plants mutate faster and drop thier seeds. Radiation Eater grants more calories by a cost of higher radiation requirement. Overall, the goal is to make radiation more fun and engaging. And if you don't like how I balanced things - settings file allow you to change things however you like

17. Radiation Rebalanced
https://steamcommunity.com/sharedfiles/filedetails/?id=2844088155

image.thumb.png.39448a71e679c0d30efe1e23e3a11d7a.png

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Small announcement:

I got requested by Ronivan to take care of his mods while he must take some time off from modding. I want to fix his mods broken by recent update in first priority, but this will probably take me some time as I don't know the code. Thank you for your patience and understanding. In the meantime, I will probably slow down with my own mod development for a while due to this.

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I know many people love this mod, me included. In fact my closer cooperation with Ronivan started with me offering some help to reduce amount of signs and cycle them with a button. Aaaah, good old times.

Anyway, I will reupload that for sure, don't worry. I wanted to start with this one, but there will be more changes than simple lib update, and sadly I cannot provide ETA for it. Maybe a few days, maybe weeks, we will see. I also want to improve it a little, maybe now, since I must update it anyway, or maybe it will appear to be longer task I will decide to postpone. We will see...

But the mod is next on my list, so it can be anytime soon. I will probably post an info in here when I update it

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Useful Tags Lite by Ronivan don't really need an introduction, so instead of it there will be short story around the mod: When Ronivan asked me to take care of his mods, he wanted me to not only update the mods, but also claim them as my own. I couldn't agree for that: his mods are great, but they have unique style to them, very different from my modding; I wouldn't be able to feel those mods properly to treat them as mine, nor I would be able to provide fitting improvements to those mods. So I just keep them alive until he returns with his great ideas and art. 

The case is different for Tags: I helped a lot with the mod implementation and I can imagine more content for that mod. I also play a lot with it among just a few other mods in my nearly non-modded games. On top of that, the mod started our long and fruitful cooperation with Ronivan and therefore I have a sentiment for it. This is the only of his mods that I can treat as mine and provide support with new content and ideas, so now, when I release updated version, I release it with a slightly different preview image to align with my other mods. Ladies and gentlemen, behold: STaR

18. Signs, Tags and Ribbons
https://steamcommunity.com/sharedfiles/filedetails/?id=2883096049

image.thumb.png.6e47df21dd6c16a4ef161f0f8b6e38e8.png

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4 hours ago, tuxii said:

What happened to Artifacts First?!?

Not my mod, so I can only guess - upcomming game update will include artifacts being sorted first, so the mod feels redundant. I assume mod's author just removed it from workshop

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4 hours ago, pether said:

Not my mod, so I can only guess - upcomming game update will include artifacts being sorted first, so the mod feels redundant. I assume mod's author just removed it from workshop

That was me. Peter gave me some advice about deprecating it. But then I loaded up the new build Friday night and found that my mod was actually crashing it on startup, so I ended up just deleting it from the workshop. Sorry for the hassle.

It does look like the new build does sort the artifacts first, although their implementation causes a stutter too, so I guess mine wasn't so badly written after all. :) I haven't made it far enough in the game to know if the blue airplane gets sorted correctly or not -- that was on my list of things to check into that I never got around to.

image.png.56438e822dc018f14bb614d2f92ab51a.png

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Some time ago Ronivan had this cool idea for a mod: germs that player can spawn using buildings. At this moment I already released my Disease mod, so I had some experience and offered my help, because the idea felt really unique and I liked it a lot. After some brainstorming, painting pretty art, testing different ideas and balancing all together, we got "Fragrant Flowers"

The mod adds new flowers with their scents that can boost your duplicants or critters in different ways. Flowers can be collected for crafting, to be later used in Vaporizer building to spawn the germs exactly when you would want them. Also, you can pollinate the flowers using Sweetles, to harvest food from them.

19. Fragrant Flowers
https://steamcommunity.com/sharedfiles/filedetails/?id=2924528762image.thumb.png.dcbe34135a91cdf134d2d8f972153681.png

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After recent "Checkpoint Automation" I got request to make similar thing, but for other buildings. Neither of them was related to the checkpoint system, so I decided to make a separate mod for any building that might need addintional automation ports. This way, "More Logic Ports" was created. 

21. More Logic Ports
https://steamcommunity.com/sharedfiles/filedetails/?id=2967059775

image.thumb.png.85799d8738da53e61db9664ff372380d.png

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Not a new mod, but significant update to one:

"Diseases Expanded" now supports "Twitch Integration" mod by asquared. If you play with both, you will see more Twitch events in your games, mostly related to germs and medicine. Have fun :)

You can find asquared's mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2983351482
If you stream your games on Twitch, it will allow your viewers to vote for an event that will happen in your game, making whole experience more random, chaotic and fun :)

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