A new mod is available. :tada:
#modio-feed
1 messages · Page 20 of 1
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:
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 im blue 2: electric bluegaloo: dabluedee dabluedie
Changelog
turned the bottom lights blue too so now everything is blue for him
And himself and everybody around
Cause he ain't got nobody to listen to
I'm blue
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
I'm blue
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
I have a blue house
With a blue window
Blue is the colour of all that I wear
Blue are the streets
And all the trees are too
I have a girlfriend and she is so blue
Blue are the people here
That walk around
Blue like my corvette its in and outside
Blue are the words I say
And what I think
Blue are the feelings
That live inside me
I'm blue
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
I'm blue
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba dee da ba di
Da ba
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:
A new mod is available. :tada:
A new version is available. Version 2.0.0
Changelog
• Added three new Cave Ambience tracks: Ing Hive, Sanctuary Fortress, and Phaaze
• Randomized all Cave Ambience tracks. Should result in improved variety of music during missions
• Added Vs. Rundas to Wave End tracks, removed Escape and Speed Up due to not really fitting the theme of the OG DRG tracks
• Moved a few Wave tracks around and added a couple from Machine Events and Dreadnoughts specifically for Ommoran Heartstone and Pumpjack Endless Waves
• Added music track for Memorial Hall: Artifact Temple
• Lowered volume of Space Rig music tracks
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.36.4
Changelog
- Added Twitch Integration Compatibility!
- Fixed some Text being Extended too far
- Still need to restart your game after updating the mod! (Darn mod.io bug XD)
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.0.0
Changelog
CHARACTER:
RunningSpeed from 435 to 650
CarryingMovementSpeedPenalty from 0.85 to 0.43
CarryingMaxFallVelocity from 1000 to 500
MaxHealth from 110 to 165
MaxArmor from 25 to 37
HealthPerCrystalVolume from 20 to 30
DelayAfterDamage from 10 to 5
JumpZVelocity from 500 to 650
MaxWalkSpeed from 300 to 350
AirControl from 0.35 to 0.52
UseDuration from 0.75 to 1.12
DEPOSIT SPEED:
StartingValue from 1 to 1.5
RESUPPLY SPEED:
StartingValue from 1 to 1.5
REVIVE SPEED:
StartingValue from 1 to 1.5
ZIPLINE SPEED:
StartingValue from 1 to 1.5
MAX HEALTH:
StartingValue from 1 to 1.5
No Fall Damage
MaxClimbHeight from 75 to 85
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 1.1
Changelog
v1.1
BP_Bosco:
BobSpeed (1 to 1.5)
BobSize (20 to 10)
FireRate (10 to 15)
MinShotsInBurst (5 to 8)
MaxShotsInBurst (12 to 18)
MaxRandomBurstCooldown (1 to 0.5)
MinRandomBurstCooldown (0.4 to 0.2)
MaxAcceleration (900 to 1400)
MaxBrakingDeceleration (900 to 1400)
MaxEngagementRange (900 to 2500)
AIC_BoscoController:
CheckGraberInterval (0.5 to 0.1)
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 22.05.27
Changelog
Changes enor pearl and Spitballer's weakpoint back to a barrel (fixed the issue where you could not shoot the crit spot).
Changes praetorian's weakspot to a big barrel (although they now glow excessently).
Changes the Driller's drills to barrels.
Fixed the weird pulsating glitch on eggs, cubes, and gunk seeds by removing the pulsating all together.
Debris, minerals, chunks, and crystals have been changed back to their vanilla meshes to hopefully resolve some desync issues. I miss them as much as you do, but I'd rather the game work how its supposed to.
I have not yet extensively tested these changes. I did not run into any desync issues in the limited testing I did, please let me know if the issue persists (I'm sorry for any missions that are affected!).
The mod is now marked as updated for season 02, but if there are any major issues again, I will mark it as not compatible (but obviously will still work just fine)
A new version is available. Version 36.1.2
Changelog
Better Smart Rifle
- Max ammo increased from 180 to 252. (WPN_LockOnRifle\13\MaxAmmo)
- Reload time reduced from 3s to 2.5s.(WPN_LockOnRifle\13\ReloadDuration)
- Time between locked shots decreased by about 17% (0.06 to 0.05) (WPN_LockOnRifle\13\TimeBetweenLockedShots)
- Lock on time decreased by 10% (0.1 to 0.09) 5% (0.095 to 0.09) (WPN_LockOnRifle\13\LockOnTime)
Better Flare Gun
- Base flare duration increased from 75s to 90s. (PRJ_FlareGun_Projectile01\18\Duration)
Perk Tweaks
- Friendly: Reduces friendly fire by 90% instead of 50%.
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.2
Changelog
v1.2
AIC_BoscoController:
CheckOutOfTheWayInterval (0.3--default 0.5)
SearchForEnemiesInterval (0.3--default 0.5)
BP_Bosco:
FireRate (20--default 10)
MinShotsInBurst (4--default 5)
MaxShotsInBurst (4--default 12)
MaxRandomBurstCooldown (0.2--default 1)
MinRandomBurstCooldown (0.2--default 0.4)
change below to default:
BP_Bosco:
BobSpeed (default 1)
rotation speed (default 5)
AIC_BoscoController:
CheckGraberInterval (default 0.5)
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
"It's your hard work, discipline and self-control that bring you as far as you go. Which means you are in charge of your life now setting up your own rules and boundaries. You are your own Emperor." -Emperor Tarot Card
Info
Version: 1.0.0
Size: 1.9 MB
Tags
1.36, Audio, Auto-Verified, Cosmetic, Optional, Visual
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 1.0.4
Changelog
Balance Tweaks:
Upgrades:
T1 RoF is now armour break.
Overclocks:
Fast Fire:
No more spread penalty
Bone Breakers:
Reduced velocity and bullet drop penalties
Increased armour breaking
3D printer tweaks:
Ammo returned buffed
Ammo increased removed
Rate of Fire increased
A new mod is available. :tada:
A new version is available. Version 36.2.4
Changelog
-GameElements\PawnStats\PST_DepositSpeed
-Mineral Deposit speed increased from 1 to 2
-WPN_ZipLineGun
Changed zip line base angle to 45 degrees
Increased zip line base ammo from 3 to 4
Better Hurricane
-WPN_MicroMissileLauncher
MaxAmmo from 288 to 360
RateOfFire from 3 to 3.5
-PRJ_MicroMissile
Damage from 16 to 18
RadialDamage from 20 to 22
Better Storage
-game\BP_PlayerState\18\ResourceCap 40->55
**Better Scout
Fall damage reduction armor mod increased from 33% to 50% (ScoutShieldMods\UPG_Armor_Scout_C_FallDamage)
Deepcore GK2 magazine size increased from 25 to 30, damage increased from 15 to 19, ammo increased from 375 to 450. (WPN_AssaultRifle)
M1000 Classic magazine size increased from 8 to 10, damage increased from 55 to 65, ammo increased from 96 to 115. Reload lowered from 2.55s to 2.25s (BoltActionRifle\WPN_M1000)
Zhukov Nuk17 magazine size increased from 50 to 60, damage increased from 12 to 16, ammo increased from 650 to 800. (DualMachinePistols\WPN_DualMPs)
Jury-Rigged Boomstick pelle
A new mod is available. :tada:
A new version is available. Version 36.2.5
Changelog
-Increased electrocute chance on stubby upgrade from an additional 30% to 45% (reduce ammo penalty?
-Increased base stubby damage from 9 to 10
-Returned EMP turret cooldown to original value (1.5)
Disabled sentry gun friendly fire (BP_SentryGun_Dedeployable\29\FriendlyFireModifier)
Perk Tweaks
-Beastmaster: Cooldown reduced from 5 minutes to \4 3 minutes.(PERK_BeastMaster\2\CoolDownBetweenUse) Hold down to charm time reduced from 0.75s to 0.1s. (BP_BeastMaster\20\HoldDuration)
-Berzerker: Cooldown reduced from 4 minutes to 3 minutes. (PERK_Berzerker 2\FloatPerkAsset\Effects... RankValues
-It’s a Bug Thing: Range increased from 5m to \40m 25m (rank values)
-Strong Arm: Heavy object throwing bonus increased from 20% to 35%. Flare throwing bonus increased from 50% to 70%. (PERK_FlareThrower)
-Hover Boots: Duration increased from 3.5s to 4s. Cooldown reduced from 75s to //40s 50s (PERK_HoverBoots)
-Second Wind: Sprint speed increased from 12% to 15%. Activation timer reduced from 4s to 1s. (only
A new version is available. Version 1.0.5
Changelog
Balance Patch 2:
Damage reduced by 5 (30 > 25)
Base Armour Break reduced by 100 (200% > 100%)
Experimental Bone Breakers:
Damage reduced by 5 (+20 > +15)
HE rounds:
Damage penalty reduced (-20 > -10)
AOE Damage reducd (15 > 10)
Shockers:
Proc chance increase (50% > 80%)
Damage penalty reduced (-10 > - 5)
A new version is available. Version 2.0.3
Changelog
Made all Scout weapons to have a 50% better positive improvement and reduced negative attributes by about 50%
50% increase to flares to impact: burn length & number you can carry
50% increase to pickaxe melee damage as well as the radius damage
50% increase to positive traits and about 50% reduction to negative traits for all characters armor
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 Week 4
Changelog
Week 4: Carve out my heart!
Now that RemoveMineralScatter is fixed, I've added or buffed a bit of weapons to have a good amount of carve, for mining stuff off ceilings and high walls. This shouldn't be that special for W3V5 enjoyers, but it was ahead of it's time anyway.
Except Scout. I didn't do shit for Scout. He has a grappling gun, he doesn't need help.
+Tweaked the carve for Gunner primaries. Autocannon and Hurricane should be much more responsive now.
+Buffed the mag size and accuracy of Big Bertha OC and Combat Mobility OC for Autocannon
+Buffed the EPC's shot-cost upgrades, swapped out Heat Pipe OC's heat penalties for damage penalties.
+Buffed the Boltshark crossbow's special arrows in various manners. This doesn't help with mining but man that weapon sucks. Had to buff it.
A new version is available. Version v8
Changelog
Changed the "reset progress on fail" flag to FALSE instead of TRUE for reviving downed players and taking from Resupply Pods. (Doesn't conflict with mods that affect Resupply cost. Not that you need those mods, right?)
So now you can partially "take" from Resupply Pods (you won't get the 50% ammo until the end of the interaction, but you can prime it for 3s so that when you need it, you only have to use 1s to get it) and partially "revive" downed players (same concept, they won't be actually revived until the end, but you can chip away at the revive time if you can't find opportunities for a whole free 4 seconds)
I was on the fence about adding these, but after a few Elite Deep Dives, I figured why the shuck not. Comment if you like it or not.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 36.3.1
Changelog
-Increased mineral capacity armor mod for all classes from +5 to +20 (UPG_Armor_xxx_A_MineralCapacity)
-Fixed mineral extractor range and being able to sprint
added Better Platform Gun mod (WPN_PlatformGun and PRJ_PlatformMaker)
- Max Ammo increased from 16 to 20
- Rate of fire increased from 1 to 2
- Reload Duration decreased from 2 to 1.5
- Platform diameter increased from 4 to 6
- Platform creation delay decreased from 0.25 to 0.1
- Vertical platform scale changed from 1 to 0.8
-Turret arc Max ammo penalty reduced from -120 to -60.
A new version is available. Version 1.1.0b
Changelog
[Changelog]
- Added some settings for Burning, Mosaic, Gameboy shaders. Other shader's parameter will be added in the future.
- Fixed the bug, the shader doesn't be transfered when the player character is changed.
[Next Update Plan]
- Cull drawing lines by distance for Cel shader. Add some parameter for other shaders.
Thank you for the feedbacks :)
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 1.3
Changelog
v1.3
BA_Rocket:
RechargeTime (90 to 60)
Cooldown (0.6 to 0.3)
WindUp (0.4 to 0.1)
BA_CryoGrenade:
RechargeTime (90 to 60)
Cooldown (0.6 to 0.3)
WindUp (0.4 to 0.1)
BP_Bosco:
MinShotsInBurst (1--default 5)
MaxShotsInBurst (1--default 12)
MaxRandomBurstCooldown (0--default 1)
MinRandomBurstCooldown (0--default 0.4)
Damage (6--default 4)
ArmorDamageMultiplier (4--default 3)
SpotLightComponent>Intensity (4000--default 10)
search for enemies interval (0.3--default 0.5)
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 36.3.3
Changelog
-Increased physics force of Driller DetPack from 50 to 100 (DIT_DetPack\ImpactForce)
-EPC Friendly fire reduced from 20% to 5% (PRJ_ChargedBlasterShot\17&18;\FriendlyFireModifier)
Better Wave Cooker
-Increased clip size from 300 to 350 (WPN_MicrowaveGun\15\ClipSize
-Increased tier b upgrades:
--Heat sink increased from 20% to 30% (UPG_MG_B_HeatReduction)
--Larger power supply rate of fire from +2 to +3 (UPG_MG_B_RoF)
--Thermoelectric cooler increased cooling rate from +50% to +67% (UPG_MG_CooldownRate.uasset)
Better Coil Gun
-Sped up base charging speed from 1.25 to 1 (WPN_CoilGun\22\ChargeSpeed)
-Decreased base reload speed from 2.5 to 2.25 (WPN_CoilGun\22\ReloadDuration)
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 2.0
Changelog
Twitch Integration 2.0 - Update
Yey the update you have been waiting for :laugh:. Now supporting channel rewards and more goodies.
- Added support for Channel Rewards, Cheers (bits), Subscriptions, and Gifted subscriptions.
- 15 new default polls to replace the old ones.
- Ability to add additional spawn slots.
- More support and customization for twitch extensions.
- Your existing polls will be erased, this is unlikely to happen again in the future.
- Companion app is even easier to setup and use.
— How to Update to 2.0 —
Delete the old companion app, head to the #twitch-integration channel. Get the updated companion app. Follow the instructions on installing and setup. Your old auth token wont work, use the app to get a new one. After that update the mod in-game like any other mod.
A new version is available. Version 2.1.0
Changelog
Updated Coil Gun Overclock Bank for S2P4 - Re-Atomizer OC changed to clean
Removed reload penalty from Autoloader System OC
Increased rate of fire bonus for Autoloader System OC
Increased direct target heating bonus for Pyrocatalytic Compound OC
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 36.3.4
Changelog
Updated for S02.04.01
Updated WPN_MicrowaveGun (same tweaks)
Crossbow base ammo increased from 20 to 24, reload duration reduced from 1.75(now 1.6 default) to 1.25 (WPN_Crossbow)
Updated WPN_GooCannon
Updated PRJ_PlasmaCarbineShot and WPN_PlasmaCarbine
Updated WPN_MicroMissileLauncher
-Increased electrocute chance on stubby upgrade from an additional (was 30% to 45%) 25% to 40% (UPG_ElectricSMG_A_ElectrocuteChance)
Removed coil gun for now
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 1.5
Changelog
Refactored for U36.
Made each class hold all of their class specific equipment in sequential order (3 primary, 3 secondary, class items) and added a jetpack and empty weapon stance to each class while in the Space Rig.
Loadouts now update as soon as you exit the equipment terminal so no more need to switch classes.
Flares and grenades no longer seem to work but they aren't customizable for testing anyways.
A new mod is available. :tada:
A new version is available. Version 1.6
Changelog
Added a toggle for empty resupply pods at the bottom of the UI list. Is Constant will continue to highlight the selected color but if this option is enabled empty ones will have no outline but is retroactive and not permanent like previous. With Is Constant disabled it will always have no outline due to vanilla, so just toggle it back on for outlines again.
A new mod is available. :tada:
A new version is available. Version 1.4
Changelog
v1.4
AIC_BoscoController:
SearchForEnemiesInterval (0.1--default 0.5)
BP_Bosco:
BobSize (0--default 20)
FireRate (10--default 10)
Damage (4 to 21)====> 1 shoot kill swarmer & 2 shoot kill shredder (H5)
SpotLight InnerConeAngle (25 to 80)
SpotLight OuterConeAngle (35 to 90)
SpotLight AttenuationRadius (2500 to 10000)
SpotLight Intensity(10 to 100000)
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 36.3.5
Changelog
**Collete Microwave gun
-increased base damage from 7 to 9
-reduced friendly fire from 25% to 15%
-Tier D upgrades:
--Decreased Wide Lens Add-on heat modifier from 1.1 to 0.8 (focus mode is 0.4), increased ShotRadiusMultiplier from 0.25 to 0.7
--Decreased Power supply overdrive heat modifier from 0.4 to 0.3, increased rate of fire from 2.5 to 3
A new mod is available. :tada:
Adds compatibility for the user to join a modded party where the host is using the "Deep Dive Secondaries on Normal missions (S2)" mod, and where the secondary objective is to "Collect Aquarqs", without the joining player having the mod installed.
Info
Version: 1.00
Size: 2.5 KB
Tags
[AimedForVerified], 1.36, Framework, Optional
A new mod is available. :tada:
A new version is available. Version 36.3.6
Changelog
**Coil Gun (WPN_CoilGun)
-Increased base ammo from 640 to 700
-lowered full charge shot cost from 40 to 30 (clipsize and shotcostatfullcharge)
-increased chage speed from 1.2 to 1.4
-reduced reload from 2.5 to 2.2
-reduced zipline gun's max angle from modded 45 to 42 (vanilla is 35) (WPN_ZipLineGun)
A new mod is available. :tada:
A new version is available. Version 2.0
Changelog
A tool to spawn most enemies and objects in the game. Great for custom challenges, filming videos or just to goof around.
- 165 items to spawn and play with.
- Custom enemy cap to set max spawns of Critters, Swarmers, and all other enemies.
- Allow all players in the lobby to spawn and have fun.
- 2.0 the start of the rebuild WIP
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Adds explosion/fire damage resistance upgrade to Engineer || poison/explosion to Driller || fire/poison to Gunner. Boosts Scouts fall damage reduction upgrade. Also includes small buffs to upgrades from tier 1/2.
Info
Version: 1.0.0
Size: 24.1 KB
Tags
[AimedForApproved], 1.36, Gameplay, Optional
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.0.1
Changelog
Added MULE and BOSCO spawns.
Added feature to add additional Bits Cheer Events.
Added Quick Actions in settings to clear excess nitra or gold chunks.
Choosing None in a spawn slot will remove the spawn slot.
Increased max spawn distance to 4000cm. (Spawns from extensions might restrict this by authors design)
Fixed an issue where anonymous Bits Cheer Events were not being delivered.
Misc UI tweaks
Known Issues:
Acid Spitters wont attack.
A new version is available. Version 2.0.1
Changelog
— PATCH 2.0.1 —
- Added MULE and BOSCO spawns.
- Added feature to add additional Bits Cheer Events.
- Added Quick Actions in settings to clear excess nitra or gold chunks.
- Choosing None in a spawn slot will remove the spawn slot.
- Increased max spawn distance to 4000cm. (Spawns from extensions might restrict this by authors design)
- Fixed an issue where anonymous Bits Cheer Events were not being delivered.
- Misc UI tweaks
Known issue: Acid Spitters do not attack.
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 v2
Changelog
Added radioactive grunts (feedback? used color codes from unlit and lit uranium)
Changed the acid spitter to be purple
Changed web spitter to be light green like the spiny weaver spiders that keep leaving webs in my pool yard like little bastards
Made snow grunts armor a tad more blue (still primarily white, just trying to match the snow)
Touched up the brightness of normal black grunts and their secondary colors
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 v3
Changelog
Added praetorians, but I will likely be re-doing some of them. Not quite happy with them yet.
Added Oppressor and Mactera Grabber. Might change the Grabber to have PD2 Cloaker colors though. Pitch black armor, green glow-eyes, etc.
Tweaked colors on the web spitter again.
A new mod is available. :tada:
Warning, this is uncomfortable to use because it was still work in progress. This was one of my project that was in development. My all projects were lost because my SSD(C:Drive) suddenly broke , what I could retrieve was .pak file only from D:Drive.
Info
Version: unfinished
Size: 513.4 KB
Tags
[AimedForSandbox], 1.36, Gameplay, Optional
A new mod is available. :tada:
Warning, this is uncomfortable to use because it was still work in progress. This was one of my project that was in development. My all projects were lost because my SSD(C:Drive) suddenly broke , what I could retrieve was .pak file only from D:Drive.
Info
Version: unfinished
Size: 74.9 MB
Tags
[AimedForSandbox], 1.36, Gameplay, Optional
A new mod is available. :tada:
A new mod is available. :tada:
Warning, this is uncomfortable to use because it was still work in progress. This was one of my project that was in development. My all projects were lost because my SSD(C:Drive) suddenly broke , what I could retrieve was .pak file only from D:Drive.
Info
Version: unfinished
Size: 2.2 MB
Tags
[AimedForSandbox], 1.36, Gameplay, Optional
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:
This mod is tribute to Kikuo Radio, a live playlist on youtube detailing alot of work that is and isnt archived. 66 tracks on cave ambience alone, 64 on space rig, 24 waves, 31 end mission tracks, 16 loading screen tracks. so mannyyy more genre: ???
Info
Version: idk
Size: 800.0 MB
Tags
[AimedForVerified], Audio, Auto-Verified, RequiredByAll
A new mod is available. :tada:
This mod replaces the "Combat Mobility" overclock with one titled "Experimental Rounds" that turns the autocannon into an extremely high-damage but slow-firing weapon inspired by the 40mm cannon from Titanfall 2.
Info
Version: 1.0.0
Size: 5.2 KB
Tags
[AimedForApproved], 1.35.69455, 1.36, Auto-Verified, Gameplay, Optional
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 1.5
Changelog
v1.5:
BP_Bosco:
-RotationSpeed (5 to 10)
-MaxRevives (2 to 6)
-mining radius (105 to 170)
Upgrades:
-UPG_Bosco_ExtraAbillityCharge (1 to 2) ==>Extra Rocket from +1 to +2
-UPG_Bosco_SAAOE (200 to 300) =======>Bigger Explosion radius from 2m to 3m
-UPG_Bosco_ElectricDamage (0.3 to 0.5) ==>Overcharged Rounds Electrocution Chance from 30% to 50%
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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 v10
Changelog
Fixed the shield requirement on DRAK's Shield Battery OC
Removed Warthog's Magnetic OC buffs, added 1 damage per pellet instead to the stock weapon. I think this opens it up a lot better instead of just picking one overclock, especially with Mini-shells and Cycler.
Nerfed Crossbow reload buff a tiny bit (Stock is 1.6s, previous was 1s, current is 1.1s) It's still a half-second faster
Buffed Crossbow taser duration since GSG moved the chains a bit. (Stock was 9s, modded was 13s, now stock is 12s and modded is 18s)
Buffed Deepcore GK2 (scout AR) reload speed (1.8 > 1.3). I might buff GK2 more later but right now the reload speed stands out to me. Each magazine isn't so useful that a 2 second break every 5 seconds doesn't feel terrible.
Buffed Coil Gun reload (2.5 > 2) Same story as Deepcore. I really dont like weapons that basically require the auto-reload perk
fixed Lok1Explode OC desc to reflect the 1-shot explode
fixed heatpipe OC desc to reflect the damage penalties
Buffed Cryo snowball cost 35 > 20
Buffed
A new mod is available. :tada:
A new version is available. Version v9
Changelog
Added a new file method that enables mining Resources (gold, umanite, magnite, etc) in one hit. Tested very briefly, don't shoot me if it doesn't work on oil shale or dystrum or something.
Doesn't touch the material files at all! Fuck those buggy pieces of shit! You should only need to restart if the flashlight is not the correct power.
Removed QoL tag per the request of one particularly whiney heinie.
A new mod is available. :tada:
A new version is available. Version 1.37
Changelog
CHANGELOG:
ALL AUDIO will be normalized (modulated) to
min 0.32 // quiet sounds less quiet
max 0.93 // loud bits not ear piercing
before it is taken into the ingame output modifier: // maybe you will finally have a need for 200% music volume afterall
spacerig output 1.12 (the music is soft)
cave ambience output 1.2 > should maybe go back to 1.16
waves output 1.22
waveslooped output 1.22
dreadnought output 1.25 >
extraction output 1.35
fixing spacerig audio - maybe it might get boring to have the volume scale over time, 3/5th chance to ignore these pitch and volume scale effects.
normalized max audio to 0.65
spacerig output set to 1.15 vs the 0.7 before.
made the volume over long time less gradual // wont have to strain to hear it but it is background unless you turn it up to 200%
sustaining volume from 0.35 to 0.7 from the span of 10 minutes in space rig
fixed memorial hall, now playing 3 songs in a row and the last will loop. pretty mix<3
now with shore ambience gradually increa
A new mod is available. :tada:
Replacing all tracks in jukebox to dj dop'e collection [dub/electro/house/hiphop and more] check it out
Info
Homepage, Version: 1
Size: 46.3 MB
Tags
[AimedForVerified], 1.35.69455, 1.36, Audio, RequiredByAll
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.37
Changelog
CHANGELOG2:
ALL AUDIO will be normalized (modulated) to
min 0.32 // quiet sounds less quiet
max 0.93 // loud bits not ear piercing
before it is taken into the ingame output modifier: // maybe you will finally have a need for 200% music volume afterall
spacerig output 1.12 (the music is soft)
cave ambience output 1.2 > should maybe go back to 1.16
waves output 1.22
waveslooped output 1.22
dreadnought output 1.25 >
extraction output 1.35
fixing spacerig audio - maybe it might get boring to have the volume scale over time, 3/5th chance to ignore these pitch and volume scale effects.
normalized max audio to 0.65
spacerig output set to 1.15 vs the 0.7 before.
made the volume over long time less gradual // wont have to strain to hear it but it is background unless you turn it up to 200%
sustaining volume from 0.35 to 0.65 from the span of 10 minutes in space rig
fixed memorial hall, now playing 3 songs in a row and the last will loop. pretty mix<3
now with shore ambience gradually incr
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Changes all of the grunts audio to a mix of various screams and hit sounds from Black Ops II/III Zombies. There's a few other smaller changes, down sound effect, and headshot kills are also different. Will be adding more later.
Info
Version: 1.0.0
Size: 2.5 MB
Tags
[AimedForVerified], 1.36, Audio, Auto-Verified
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 version is available. Version U36.V2.0
Changelog
Changed the numbers around to make the weapon less powerful at once - instead of getting all the bonuses at the same time, you need to choose from the new upgrade stats.
Direct damage from 14 to 9
AoE damage from 11(? was 12 in the files but was showing as less in-game) to 9
AoE radius decreased from 2.3 meters to 1.8 meters
T1 Damage upgrade from 2 to 7
T1 AoE damage upgrade from 2 to 7
T1 Ammo upgrade from 100 to 200
T2 Weakpoint damage increased from +33% to +90% (Done because you can barely move when firing the weapon.)
T2 AoE radius upgrade increased from 0.8 meters to 1.2 meters.
This should make the weapon roughly the same power level in ONE niche, instead of filling them all at once.
Removed Starship troopers requirement, I'd recommend using Swarm Control instead.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.0.0.0.0.0.0.1
Changelog
adds more sounds (no more original R&S lines?)
turns isreal into isntreal
removes oxygen from atmosphere
added bitcoin miner
added ip logger
removed new sounds
added iloveyou virus and virus payload into .wav files
smelted sand into glass
decided what sounds to remove
added keylogger
abolished the 2nd amendment and replaced it with the 2nd amemement
added dogecoin stealer
removed herobrine
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version v4
Changelog
Tweaked... everything but Grabber. Still messing with him, not ready to push the Mactera yet.
See pics for details. Grunts and Praets got a little facelift, frosty boys got much better skin clarity, and light-reflectivity should be more consistent now.
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 uhhhhhh
Changelog
--- DREADNOUGHT EXTERMINATION
added two new low chance to play tracks to all three dreadnought sets!
pino pola the monster 4mins in
and haretsu haretsu haretsu!
these two will have a low chance to play instead of their respective sets.
--- SPACERIG
distant chatter eases in as you exit your room.
spacerig engines fire away melancholic rustling, glasses klank and barrels kicking occasionally.
after 4 piano covers it now plays entire discography more or less!
--- END
the end screen is much more delicately executed. + has an end of sorts before it flatlines pitch.
--- MEMORIAL HALL
Memorial Hall has 3 songs set to play, with it i have mixed the audio much nicer, + shore ambience<3
--- waves
i wfixed a bug sorry if it broke u r eardrums... 1,035 is definitely not 1.035......
extraction to droppod
Now has a chance to play one of two sets made up of bangers, or a melancholic vibe,
these sets will alternate when a track is done playing allowing you to have two types of mission endings.
added a boatlo
A new version is available. Version 1.6
Changelog
v1.6
Trying to fix unexplained daze.
AIC_BoscoController:
CheckOutOfTheWayInterval (0.5 to 0.1)
BP_Bosco:
RotationSpeed (5--default)
MaxAcceleration (900 to 1400)
MaxBrakingDeceleration (900 to 1400)
damage (4 to 24)
MinSlowdownAngle (180 to 30)
MaxSlowdownAngle (180 to 30)
A new version is available. Version U36_0.1.14
Changelog
[-]
| -> Removed "Nitra Deficiency" as it caused too many desync issues
|
[o]
| -> Changed the Nitra bonus "Matryoshka Mayhem" gave you to instead reduce the Nitra cost of resupply pods
|
[+]
| -> Added "Artificial Scarcity" warning to replace "Nitra Deficiency"
| -> Added "Sonic Blast" warning
| -> Added "Heavy Equipment" warning
| -> Added "Light Carrier" anomaly
A new version is available. Version U36_0.0.25
Changelog
[o]
| -> When playing on a sandbox save all anomalies are available
| -> When playing on a sandbox save no tokens will be used when generating a mission
|
[+]
| -> Added an indicator to the anomaly, warning and mission type selection menu to show you the page that you are currently on
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 36.3.8
Changelog
-Implemented similar changes as https://drg.mod.io/tactical-nukes
-Fat Boy OC radiation no longer causes friendly damage
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:
This mod pack alters the traits of several overclocks to make them more interesting and powerful to use. All altercations are vastly different from their predecessors. This is a [SANDBOX] mod and has to be used within a sandbox save file.
Info
Version: 1.0.0
Size: 1.5 GB
Tags
[AimedForSandbox], 1.35.69455, 1.36, Framework, Gameplay, Optional, Tools
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 1.0
Changelog
- MissionSpeakSep2018
- NewMissionSpeaks_04
- RefineryMission
Fin d'intégration de toutes les voix restantes du centre de contrôle !
Objectif pour la 2.0 :
-> Nouvelle organisation des fichiers de voix
-> Intégration des textes modifiés affichés en jeu
ROCHER ET CAILLOUX !
A new version is available. Version 1.0.2
Changelog
- Fix character spinning bug when changing character
- Disabled interaction between HUD laser and player
- Move user interface and menus closer to the player for better readability
- Prevent from shooting when dead/frozen/paralyzed
- Disabled audio message for flat players when entering caves
- Fix menus orientations to always face the player
- Make holsters height depend on camera height
- Added setting to adjust throwing speed between 1x and 2x velocity
- Progression bar displayed when performing "use" actions
- Various UI bug fixes (window stuck on the face when pressing Y multiple times, black UIs, bugged icons and texts, window opening positioning)
- Fix host hands sometimes appearing in the face after a mission or after joining
- Vive tracker support: every Vivetracker adds an amogus shoe with collision
- For hosts/solo: You can now grab barrels and other unimportant things with your hands and throw them.
- For hosts/solo: You can now "Use" some things by pressing your hand against it and pressing/holdi
A new version is available. Version 1.62
Changelog
v1.62:
BP_Bosco:
MaxPawnSpeed (450 to 1800)
MaxAcceleration (900 to 3600)
MaxBrakingDeceleration (900 to 3600)
MinSlowdownAngle & MaxSlowdownAngle change back to default (180)
ResponseTime (1.2 to 0.2)
AIC_BoscoController:
CheckOutOfTheWayInterval change back to default (0.5)
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 1.0.1
Changelog
Un dossier manquait lors de la sortie de la 1.0, maintenant correctement intégré.
Certains fichiers n'avait pas la bonne hauteur sonore, cela est sensé être corrigé.
Si vous avez des problèmes de hauteur de son ou de l'ancien centre de contrôle, n'hésitez pas à me reporter tout ça.
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 0.9.0
Changelog
added sounds:
- caretaker forcefield
- bet-c pulsating
- goo bomber
- we're rich voiceline
- chance on point on gold veins for voiceline
- chance on point on generic enimies voiceline (eg cave leeches where it would just say bugs)
- confetti cannon sound
A new mod is available. :tada:
A new version is available. Version v2
Changelog
Tweaked the size and ammo to be more forgiving. I originally balanced it simply by diameter without doing the math on actual top surface area.
Essentially changed the ammo modifier from 3x to 4x and changed the size from 1.33 to 1.5
This should be a lot more fun to play with.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Seeking variety and content? Look no further! Open Beta, expect bugs. Adds 35+ new objectives, 12+ warnings, 7+ mutations, 1 new boss fight, 1 new Space Rig structure, enables full randomization of all things cave related besides biome specifics.
Info
Version: 0.901
Size: 1031.6 KB
Tags
1.36, Approved, RequiredByAll
A new version is available. Version 2.1
Changelog
Gun Damage: 5 -> 4 (Default)
Experimentally deciding to reduce Bosco's gun damage. I haven't gone below Hazard 4 for quite a while... but wow. As it turns out, full auto fire is really strong. Trying to bridge the gap where Bosco effectively trivializes Hazards 2 and 3 for more casual players, while still being very good at Hazards 4 and 5. This should hopefully preserve the higher difficulty experience while still letting Bosco feel as if he's an actual partner.
A new version is available. Version 1.1.0
Changelog
Silk smooth fade out, and potentially fixed sandbox issue with mods done for this template, cant track it since they appear as verified to me, so let me know if they are still sandbox. Also if you wanted to do mod with this framework and already downloaded template, get updated one or create _CaretakerMusic folder and move cue, sound class and sound class mix in it
A new mod is available. :tada:
A new version is available. Version 1.7
Changelog
for aim to approve,change below:
BP_Bosco:
damage (24 to 12, default 4)
base revive ( 6 to 3, default 2)
Upgrades:
UPG_Bosco_ExtraRevive (3 to 2, default 1)
UPG_Bosco_ExtraRevive_2 (3 to 2, default 1)
UPG_Bosco_FasterRecharge (-50 to -40, default -50)
change everything about rocket to default.
A new mod is available. :tada:
A new version is available. Version 1.1.5
Changelog
6/26/2022 - 1.1.5 - Fixed issues with LOK-1, EPC, and Minigun when pressing fire, immediately releasing, then pressing again (within an internal fire release delay window). This caused the mod to think you were not firing when you actually were, causing you to be able to sprint while firing, as well as causing other issues. Other weapons were probably affected.
A new mod is available. :tada:
A new version is available. Version 1.1.7
Changelog
6/26/2022 - 1.1.7 - Second Wind now disables this mod. This is because there is an issue in the mod that, if Second Wind were enabled, the perk would be active constantly. This of course is an unintentional buff to this perk, which violates the "Verified" status.
A new version is available. Version v11
Changelog
Buffed 2 OCs for Hurricane
Buffed 2 OCs for GK2
Buffed the radial OC for Shard Diffractor
Took off some friendly fire for Engi's plasma bursters and Gunner's clusternades
Exact changes are in the mod description. To be honest I'm running out of ideas for this mod. Let me know if there are any changes you would like.
A new version is available. Version 1.2.0
Changelog
Added volume slider, usually value around 1 will do, but you can go up to 10 in needed. Also every time you use this praise Lesnov, perhaps even build a shrine to make this more comfortable if you are trying to get optimal volume. Also yeah, volume slider is spacerig only, perhaps will add a button to test in out without actually needing to fight caretaker later but no promises
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 2.27.2.2
Changelog
-Adds a workaround a rare but major bug where Unreal Engine would set a new value before reading the old one, resulting in swarms being 3-4x size in size instead of the actual slider position.
-Adds enemy pool selection
-Improves tooltip descriptions
A new version is available. Version 1.3.0
Changelog
Added button to test volume in spacerig, you need to HOLD it for testing, wanna know why? Well, it will make you stop the sound automatically if you jump from volume level being too high, so totally not because i cant be bothered figuring something more complex then 4 nodes for this at 2 am
A new version is available. Version v12 feels-bad-man edition
Changelog
Dumpster'd all WPN based changes, tried to make up for them with various overclock and upgrade changes. Too many to list here, which brings up my new patch notes method.
New stuff will be underlined, removed stuff will be struck out.
On smaller updates I will be more explicit in the changelogs, but for this bigass update we're just gonna use description changes like I said.
You'll see a lot of buffs got moved to a corresponding upgrade instead of being applied to the base weapon, and a few new buffs to make the upgrade tiers more competitive. If I only buffed one upgrade in a tier, it wouldn't offer much build choice now would it?
Some new things that are irrelevant to the WPN thing:
PGL Fat Boy OC friendly radiation removed by exploiting the 50% rule rather creatively.
LOK-1 Explosive Rounds OC penalties swapped for Seeker OC penalties
Coil Gun Hellfire OC fire trail buffed
This is just the emergency update, further OC changes will happen later, perhaps on the weekend. I can't swap out Upgrades anymore
A new version is available. Version 2.1
Changelog
Gun Damage: 6 -> 1
Gun Armor Damage Modifier: 3.5 -> 1
Gun Fire Rate: 11.67 -> 10 (Default)
(New): Guns now have +3 Fire Damage (Does not show up on stats, but is present.)
(New): +2m Fire AOE. Full damage extends to 1m, decaying to 50% minimum damage at the edge.
Tier 1 - High Velocity Rounds: +2 Damage -> +1 Damage
Tier 5 - Overcharged Rounds: +30% Electrocution Proc Chance -> +12.5% Electrocution Proc Chance
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 4.4.0
Changelog
|Added new custom save object system that allows saving to near-plaintext, as well as a widget system to create a dynamic settings page for it
|
|- [+] Added font "Noto Sans"
| - This font family supports all languages that DRG has translations for, and is used as a fallback for the other DRGLib fonts
|- [+] Added custom save object system
| - Easy to generate from JSON
|- [+] Added system to automatically generate settings widgets for a given save object
|- [+] Added LIB_WT_FloatSlider
| - Supports Linear, Quadratic, and Radical scaling
| - Supports arbitrary minimum and maximum values
|
|- [N] [+] LIB_M_BasicMacros
| - Added macro "StoreTempVar"
| - Added macro "StoreTempArray"
|- [N] LIB_WT_ExpandableArea
| - Fixed bug where area wouldn't close all the way when animated
|- [N] LIB_W_LogSettingsPage
| - Switched to new settings widgets and save object.
|- [N] LIB_WT_Spinbox
| - Added logic for a spinbox that has no upper or lower bound
|- [N] [I]Updated automation bats
|
|Guess I've got some new d
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 22.06.30
Changelog
Adds some of the missing armors that showed some skin - namely the Roughneck, Dawn of the Dread, and Robot Rebellion DLC armors (thanks for the help, Pacagma!)
With that being said - I don't own the Robot Rebellion DLC, so if the cigar looks wacky, please lemme know!
A new version is available. Version 3.0.0
Changelog
• Added support for Ninobees' Biome Specific Music mod
• Added some new tracks (Ancient Chozo Ruins, Burning Trail, Chozo Ruins Gate, Magmoor Caverns, Phazon Radiation, Phendrana Drifts, Splinter Hive Entrance, Sunken Space Pirate Frigate Orpheon - Ventilation Shaft) as part of aforementioned support.
A new mod is available. :tada:
A new mod is available. :tada:
Allows to play custom music for caretaker battle phases (basically depends on if eye is open or closed and how many times it happened before, more details in description) , needed for another mods, does nothing on its own.
Info
Version: 1.0.0
Size: 35.3 KB
Tags
1.35.69455, 1.36, Audio, Framework, Verified
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Replaces all player dwarf voice lines with a much more feminine voice instead. Created using 15.ai website.
Info
Version: 1.0.0
Size: 65.4 MB
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 1.2
Changelog
1.2 of 02.07.2022:
- Added support for U36
- Volume tweaks
- Fixed Machine Event music not looping
- New songs: Zerg 1, Zerg 2, Zerg 3, Terran 5, Terran 1, Enceladus Prime, A Horse Named Fission, Don't Panic!, Alien Syndicate, Wartrauma, Marching Upstream, All But Systematic Chaos, Zack The Rabid Ripper, Got Cha!!, Vacuum, Nuke-U-Lar, Renegade Attack, Yellow Explore, Void Battle
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 1.0
Changelog
MAJOR: Fixed multiplayer desync in all forms that I am aware of so rejoice and play with your friends for real this time.
MAJOR: Added a hazard selector to the mod UI to allow changing of hazards post selection as you lose the mission otherwise. This also has "new" hazards available.
Added new icons for all of the warnings and anomalies as well as new ones in general.
Added new space rig layouts, structures, secrets for future updates.
Added new objectives or fixed some existing ones. Some of these are not finished but I want to push an update, they will be displayed as collect eggs or mining excess materials.
Made the mod more consistent and fixed most bugs not related to cave gen.
Fixed various warning effects not spawning consistently and added new hazard effects to the game.
A new mod is available. :tada:
A new version is available. Version 2.0.0
Changelog
"Hey dude, its kinda dumb to jump from 1.0.0 to 2.0.0 version literally after making one update" - if someone thought something along this lines, well - you are wrong.
This update literally makes my OG framework obsolete and thats kinda big deal, everyone using og framework should move to this one and just use phase 0 cue ONLY and delete cues for other phases to play music for duration of whole fight instead, time to remake your mods for this update is day or two, depends on when i figure out how to do berserk custom sound framework, so hurry up i guess
A new version is available. Version 1.4
Changelog
Fixed late joining preventing music from playing, at least fixed in theory
On completely unrelated note, it displaying Ninobees name for this patchnotes in modio bot message when in reality patchnotes are written by someone else entirely. Yes, its weird that i kinda write from his name, yes i could potentially use it to make a fool of him, but since i am sharing this with others i am expecting someone else to prank their fellow modder like this some time. And yeah, if you want who really wrote this changelog and made past couple updates just visit the page of this mod i guess
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 v13
Changelog
Removed changes to Crossbow's taser duration and range in exchange for damage buffs to the taser effect.
Buffed the Incendiary and Freeze OCs for Crossbow by 50%. Their fire/heat + ice/cold value thingies. The files aren't very clear, but they should be stronger now.
Buffed Elephant rounds so it has 4 rounds in magazine... Nerfed Six-Shooter so it has 4 rounds in magazine (also took away Six-Shooter's reload penalty to compensate). I know these might be unpopular but I hate the inconsistency.
Buffed Warthog's damage upgrades slightly more. T2_Damage and CycleOverclock's buffs went from 1.5 to 2.
Swapped LOK-1's ECR OC's fire-rate penalty with the mag-size penalty from Executioner OC. The constant and slow reloading should be an acceptable alternative to a slower fire rate.
Changed Flamethrower's FaceMelter OC to "RBMK ThermoReactor".
No damage and flow rate buffs, but you gain a chance to radiate, just like the Wave Cooker's Gamma OC. Unless the enemy resists radiation. It's not great, not terrible.
A new version is available. Version 1.1
Changelog
Restart your game after updating!
MAJOR: Fixed crashes related to assignments and DNA, for some reason my engine was not saving my assets properly.
MAJOR: Potential fix for desynced primary objective, this might have been caused by me trying to enforce it when vanilla mostly works.
MAJOR: Potentially fixed all map generation that spawns with no room, this was caused by point extraction DNA as it has no room queries due to how the PLS works.
MAJOR: Added variations for Industrial Sabotage and Escort missions so they are now mostly randomized except for objective count and >2 mission scale.
MAJOR: Added a check to keep the game vanilla until rotating missions or joining a lobby using this mod.
Remember to send me debug info (debug UI and pause menu in total) if they do not work!
Fixed jetpack, hunger, sweet teeth mutations so that they work as I intended and added remaining missing proper mutator icons.
Added 3 new reclamation missions for gas cans, helmets, armor pieces to the mission map. They are stil
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 36.3.10
Changelog
**Breach Cutter (LineCutter\WPN_LineCutter)
Base magazine capacity increased from 3 to 4
Base ammo increased from 12 to 16
(LineCutter\PRJ_LineCutter2)
Base projectile lifetime increased from 1.5 to 2 (+0.5s)
**Shard Defractor (HeavyParticleCannon\WPN_HeavyParticleCannon)
Base ammo increased from 300 to 400
**M1000 (BoltActionRifle\WPN_M1000)
damage increased from 55 to 60 (instead of 65)
Killer Focus modification damage bonus increased from +25% to +50%
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.11
Changelog
MAJOR: Added a kill enemy failsafe that will spawn any missing enemies for the objective either by map gen or by kill method. They currently spawn by the player spawn.
MAJOR: Fixed most of the crashing related to Facility / Industrial Sabotage randomization as well as other map combinations. A more proper system is in development.
MAJOR: Added support for late joining vanilla vs randomized lobbies; joining a new lobby will no longer add this mod data unless the host is running it.
Made deep dive secondary objectives more difficult by scaling them to the mission to be in line with their vanilla payout, deep dive elimination scales less than normal but pays less too. Text is not updated yet.
Fixed jetpacks for real this time, made hunger effects more noticeable, fixed vampire not working on objective enemies, fixed gas can objective, fixed gameplay tags for objective enemies.
Fixed host data duplication that made certain things stack repeatedly so now rare desync is fixed as well as turbo spin speed Hoxxes
A new mod is available. :tada:
A new version is available. Version U36_0.2.1
Changelog
[-]
| -> Removed old Achievement system
| -> Removed old Extras system
|
[+]
| -> Added new and improved Achievement system. Achievements already earned will be migrated when applicable
| -> Added more achievements
| -> Added new and improved Extras system
|
[o]
| -> Updated UI to be modular
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 1.5.1
Changelog
Stop posting about client side not working! I'm tired of seeing it! My friends on steam send me bug reports, on drg modding discord it's client side not working! I was in a server, right? And all of the channels are just client side not working pings. I showed my blueprint to my girlfriend and exlplained the logic, I uploaded it and I said, "Fixed in theory" Haha, in theory you get it? I looked at a trashcan and I said, "That looks like client side if it is not working!" I looked at my UEE, I think of an dark souls boss and I go, "Verified frameworks? More like client side not working!" Aaaaaaargh!
A new version is available. Version 2.0.1
Changelog
Imagine playing game you are making mods for (modding moment) and suddenly discovering your mod just doesnt work and no one from 1k people cares to report
Anyways check for mission type is removed, trading optimization for client side working i guess
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 22.07.07
Changelog
Eyes now glow in the dark (to stay in line with my POG PLANTS mod, I initially forgot to include the correct material).
Added googly eyes to the Brood Nexus.
Adjusted the Hiveguard's eyes to actually be on its face.
(currently working on adjusting the placement of some more of the eyes, eye lid materials, and fixing the issue with Unknown Horrors)
Please lemme know if I messed something up, thanks for all the support! 👁️👄👁️
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version v2
Changelog
Updated to use REGAL AEGIS armor instead of MEGACORP DLC armor! Huge thanks to Howard for teaching me how to get rid of textures!
The colorations are not quite the same, the two armors do not overlap entirely of what I can change and what I can't, sorry if you liked the old version more! It's still color-coded to match Dark Descent, but it's not as specular (it doesn't reflect light as well). Hope you enjoy.
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 2.5.0
Changelog
Volume adjustments.
Soundmix changes.
The Inferno, Fire and Dust, Fire with Fire added to Boss cue.
Transparent Blue for WaveLooping cue.
Added more space rig tracks, included two Barotrauma tracks too because I like that game and I think it fits thematically.
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 22.07.11
Changelog
Added eyes to Huuli Hoarders - I don't think they're really Glyphids, but they look goofy.
Eyes are removed on the enemy's death - no more floating eyes, but also no more funny googly ragdolls.
Removed eyes from Unknown Horrors (Ghost Detonators)
Repositioned some more of the eyes.
Made eyes less bright.
Redid all of my work behind the scenes, hopefully this won't affect you (please lemme know if you run into any problems!).
Big thanks to AssemblyStorm, Dismellion, and Miracoulon for their help during my scuffed modding stream! 👁️👄👁️
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 0.3
Changelog
added songs:
break rules
bullet rain
deadeye assault #1 (assault #2 already in game)
supersledge
donacdumb
storm fuel
hot pursuit
infinite ammo
and now we run
confirmed thrills
steal from the rich
fuse box
the mark
time window
fixed error that resulted in only 3 tracks being selectable from a random pool of tracks when a normal swarm starts
-endless swarms and bosses were not affected by this
adjust bain volume so you can actually hear him
wrote more lore (don't know if it's good or not)
adjust audio volume of certain tracks to prevent excessive ear penetration
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 v14
Changelog
Removed Six-Shooter changes. It's back to stock.
Replaced the clean "more ammo" OC for the Autocannon with the RICOCHET bonus from the Lead Storm Minigun. It can't be used with BigBertha or CarpetBomber, but it still might be strong. Let me know if you think it's OP.
A new mod is available. :tada:
A new mod is available. :tada: