#modio-feed
1 messages · Page 21 of 1
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version v4.1
Changelog
Tiny tweaks. Made the Oppressor not metallic. Weakened the colors on the Spitter twins... Acid-man is now less purple and switched some of his yellow for green to match the Webhead, who is now a little less green and has some darker red. Also weakened the body tint on them as it didn't really come out right.
Tried to make the black+green Grabber, didn't really work out. Weakened the lights on his eyes anyway.
No real big changes yet, still currently experimenting with other enemies. Nitra-colored Lootbug? Blood-red Cave Leech? Giant turd Brood Nexus? /shrug
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.2
Changelog
Direct Damage: 1 Kinetic - > 3 Fire
Area Damage: 3 Fire -> 3 Heat (Raises temperature only now instead of dealing both damage and temperature)
Area Damage Falloff: Removed (Better flame spread consistency)
Tier 5 - Overcharged Rounds: 12.5% Electrocution Chance -> 15% Electrocution Chance
A new mod is available. :tada:
A new version is available.
Changelog
- Add sandbox mission type
- Add DRGLib watchers to show speed/velocity of the player and last marked enemy
- All full bright option which adds global light, disables fog, and increases render distance of terrain
- Fix key binds not working before Mod Hub is opened
A new mod is available. :tada:
A new version is available. Version 1.13
Changelog
MAJOR: Fixed another potential cause of desync, fixed the kill failsafe not working as intended, added failsafes for failed map gen by adding certain rooms all the time.
MAJOR: Added scaling to Escort, Refinery and Industrial Sabotage and enabled scaling again for these objectives.
MAJOR: All biomes are available at once, more warnings, more missions per map re-roll, doubled the increased scaling mission chance.
Added 4 new warnings - Sandstorm, Blizzard, Monsoon, Body Odor.
Reworked mutations - Chimera Formation, Spicy Holes, Bulk Infestation, Sugar Mines, Sweet Teeth. Ghastly Caves is also reworked but not ready for release yet.
All warning descriptions and naming conventions were changed to fit a new tier theme.
Reworked mod internals for support for new mission types, objectives, map layouts and more.
Edited the armor, helmet and gas can objectives so that each variation in model is held differently and more properly.
Fixed some objectives being incorrect for what to do.
Known problems: deep dive norma
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Mutes all of the "Inventory Full" quips when a dwarf tries to pick up minerals but their bags are full. Client side only.
Info
Homepage, Version: 1.0.0
Size: 7.6 KB
Tags
1.36, Audio, Auto-Verified, Optional
A new version is available. Version 1.14
Changelog
MAJOR: Potential fix for desync caused by incorrect load order within this mod, it should work well now. If you latejoin into an actual mission then you should activate map rotation prior to prevent desync for that initial mission.
Doubled the objective requirement for deep dive egg hunt and morkite as well as the payouts, this is for extremely long missions.
Replaced all vanilla secondary objectives with scaling ones so payout is reasonable for effort.
Fixed incorrect text for some objectives, Escort says that refuel points scale but they really do not - not sure how to fix this.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Adds some spawns inspired by my other mods! (Googly Glyphids, Juicebox, Squeaky Hammer, Pog Plants)
Info
Homepage, Version: 0.1b
Size: 9.6 MB
Tags
1.36, Approved, Gameplay, RequiredByAll
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.16
Changelog
Fixed gas can objectives being unable to be completed due to lack of terrain checkers so they just float and some of the model held positions.
Added a check to change PLS if it is a Tutorial map layout (Tutorial PLS) and any objective is Morkite or Hollomite to prevent failed quantities of the objective.
Fixed Refinery scaling so it is working as intended (min and max broken pipes).
Potential fix for Escort crashing (final fight duration).
All missions will generate a large room above spawn which can contain objective things, it is connected by multiple tunnels from spawn.
If the mission seems too short then check the debug info to see if the PLS is "PLS_Escort", if it is then it means that the next room or rooms needs to be dug to just like normal Escort missions (southeast). I will add something to signify / make this easier in a future update.
A new mod is available. :tada:
A new mod is available. :tada: