pether Posted May 8, 2022 Share Posted May 8, 2022 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 Link to comment Share on other sites More sharing options...
SharraShimada Posted May 8, 2022 Share Posted May 8, 2022 Welcome back to round 2 Link to comment Share on other sites More sharing options...
pether Posted May 8, 2022 Author Share Posted May 8, 2022 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 Link to comment Share on other sites More sharing options...
SharraShimada Posted May 8, 2022 Share Posted May 8, 2022 Thank YOU! It bothered me forever i see trillions of calories, but not what is actually allowed to consume. Link to comment Share on other sites More sharing options...
pether Posted May 9, 2022 Author Share Posted May 9, 2022 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! Link to comment Share on other sites More sharing options...
SharraShimada Posted May 9, 2022 Share Posted May 9, 2022 5 hours ago, pether said: 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! something like that... over and over... Link to comment Share on other sites More sharing options...
pether Posted July 9, 2022 Author Share Posted July 9, 2022 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 Link to comment Share on other sites More sharing options...
pether Posted August 3, 2022 Author Share Posted August 3, 2022 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 Link to comment Share on other sites More sharing options...
pether Posted October 27, 2022 Author Share Posted October 27, 2022 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. Link to comment Share on other sites More sharing options...
SharraShimada Posted October 28, 2022 Share Posted October 28, 2022 First: I welcome you helping out a fellow modder Its much appreciated. I understand part of the package is "useful tags". I know it may take a while due to the mass of items in it, but do you have any rough ETA? I do really like that small signs, and i miss them. Link to comment Share on other sites More sharing options...
pether Posted October 29, 2022 Author Share Posted October 29, 2022 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 Link to comment Share on other sites More sharing options...
SharraShimada Posted October 29, 2022 Share Posted October 29, 2022 Thanks! For the update and your work Link to comment Share on other sites More sharing options...
pether Posted November 2, 2022 Author Share Posted November 2, 2022 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 Link to comment Share on other sites More sharing options...
SharraShimada Posted November 2, 2022 Share Posted November 2, 2022 *catches pether and puts him on a throne" Long live the... modder! Link to comment Share on other sites More sharing options...
tuxii Posted December 11, 2022 Share Posted December 11, 2022 Pether! Pether!!! What happened to Artifacts First?!? Edit: I think it was a pether mod... Link to comment Share on other sites More sharing options...
pether Posted December 11, 2022 Author Share Posted December 11, 2022 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 Link to comment Share on other sites More sharing options...
tuxii Posted December 11, 2022 Share Posted December 11, 2022 I missed that in the patch notes. Thanks for your mods though. I hope the image gave you a chuckle. Link to comment Share on other sites More sharing options...
meekay Posted December 12, 2022 Share Posted December 12, 2022 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. Link to comment Share on other sites More sharing options...
pether Posted January 28, 2023 Author Share Posted January 28, 2023 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=2924528762 Link to comment Share on other sites More sharing options...
pether Posted February 1, 2023 Author Share Posted February 1, 2023 Small mod with little QoL: you can now disable checkpoints, so duplicats ignored them. The idea was to use that in rockets that landed on specific planets, but might be useful in other scenarios as well. Here comes "Checkpoint Automation" 20. Checkpoint Automation https://steamcommunity.com/sharedfiles/filedetails/?id=2927019052 Link to comment Share on other sites More sharing options...
pether Posted April 25, 2023 Author Share Posted April 25, 2023 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 Link to comment Share on other sites More sharing options...
SharraShimada Posted April 25, 2023 Share Posted April 25, 2023 You´re awesomenomnomnom! Link to comment Share on other sites More sharing options...
pether Posted April 25, 2023 Author Share Posted April 25, 2023 LOL, don't eat me Link to comment Share on other sites More sharing options...
pether Posted June 16, 2023 Author Share Posted June 16, 2023 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 Link to comment Share on other sites More sharing options...
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