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Thread: Telrics Modlets

  1. #16
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    Well the windmill uses solar panel code, which can't run without something in its inventory. So i just chose coal cuz you normally have that on hand... And what kind of modern version? Like one of those giant white ones?

    The coal just replaces the required solar cells that the solar panel uses.

  2. #17
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    Why not use a chunk of raw iron ore?

    I figure that a case could be made for that as the turning blades cause a changing magnetic field that induces a current in the raw iron ore that is then sent out via wires to whatever. That makes a little more logical sense than coal and raw iron ore is easily gotten by breaking up boulders.

    If that is too much you could even use some scrap iron instead which is even easier to come by and I usually have over a thousand of it within a couple of days of the start of the game.

  3. #18
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    I can change it to whatever I want. Could even create a new item called wind and make it tractable. The thing is it requires something in those slots. I just chose coal as a first item lol. I'm down to change it to whatever. I might tinker with making a wind object or something. Who knows. Lol

  4. #19
    Colony Founder Gareee's Avatar
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    The contents don't really matter since its just to accommodate the system in place... since its converting wind to power, maybe electrical parts make the most sense? (a battery would be good as well, but early game car batteries or harder to acquire than electrical parts.

    By modern, I was thinking maybe a old farmer's windmill, not a high tech modern version. keep the rustic scrap metal type of look (like something cobbled up after reading up on the subject) but more modern build looking than medieval. Say something from the last century?

    The older ones in this link is what we see in rural america around here:

    https://www.google.com/search?q=farm...w=1920&bih=978

    The recipe could require a lot of pipe instead of cobblestone.

  5. #20
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    Yeah i could probably pull that off somehow. And yeah, the idea for the windmill was a cheap early game version of power. Ill check out a more modern windmill for sure. Wonder if some of the c# modders could link a windmill to the actual wind in game.. Who knows. Ill have to ask them. lol.

  6. #21
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    Love it windmill variant! Awesome!
    Last edited by SinReaper; 01-07-2019 at 01:44 AM.

  7. #22
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    Hey guys. I added the beginning work of an archaeology mod. Check it out! It will require a new save for blocks to spawn correctly. I will expand on this as i create new assets and items.


  8. #23
    Colony Founder Gareee's Avatar
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    Quote Originally Posted by Telric View Post
    Yeah i could probably pull that off somehow. And yeah, the idea for the windmill was a cheap early game version of power. Ill check out a more modern windmill for sure. Wonder if some of the c# modders could link a windmill to the actual wind in game.. Who knows. Ill have to ask them. lol.
    I was kind of curious about that as well. If wind has a direction, the top of the windmill might even rotate to follow it, but thats far beyond my understanding of modding.

  9. #24
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    Hey all! Just updated my Archaeology mod. Now instead of having a low finite amount of spawns of fossils, they are set to be harvest and drop events from underground stone. Fossils are valuable to sell to traders and there is a small chance for you to find an Odd Looking Bone. This will start an actual Archaeological Survey quest. Leading you to survey the land to find very rare and valuable fossils.

    This should not require a new game to start since it just adds to stone blocks. My first iteration did require a restart. So this is better i think.

    Let me konw what you think! And let me know about the balancing. I did some testing and got a decent ratio for how many stone blocks there are in the world...

    Also... If you dont actually use the mod, DO THE Odd Looking Bone QUEST! I think it turned out pretty well.

  10. #25
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    thank you

  11. #26
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    Np!

  12. #27
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    Here is a vid of me doing the rare quest. It'd be funner without cheating..... lol. Just for showing it in action.

    Notice how the surveyed area gets smaller and smaller as you get closer to the point?

  13. #28
    Community Moderator OzHawkeye's Avatar
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    Another great mod. When this game goes gold, the modding community is going to build an incredible library of content extensions.

    Great work, Telric! :-)

  14. #29
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    Just writing to say i didnt forget about the other windmill. I'm working on it! Got busy with that archaeology mod and RL stuff. Not the finished model, but just proof i'm working on it...
    20190108143217_1.jpg

  15. #30
    Colony Founder Gareee's Avatar
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    Awesome! I was going to model and texture one in case you didn't get the time, since you know how to add them in. BTW, I looked and I don't see wind direction at all.. just speed, but I might be wrong.
    Last edited by Gareee; 01-08-2019 at 09:16 PM.

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