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[MOD 0.14.x] Expanded Tools [1.0.3]

Posted: Tue Jul 21, 2015 1:29 am
by jpas
Mod-Info-Header This mod is inspired by -root's request in the mods request forum here.
  • Engine unlock the Jackhammer
  • Laser unlocks the Laser Drill
  • Alien Technology unlocks the Atomic Disassembler
It still needs some balancing so let me know here on on the github issues page.

Re: Expanded Tools [1.0.0]

Posted: Wed Jul 22, 2015 7:03 am
by Buggi
Stats would help. What are the comparisons between vanilla tools and your new tools?

Re: Expanded Tools [1.0.0]

Posted: Fri Jul 24, 2015 6:17 am
by jpas
Currently all statistical differences are based on the difference between the Iron Axe and Steel Axe.

Mining power and Damage are exponential (previous * 1.6), durability is linear (previous + 1000).
  • Iron Axe
    • Recipe: 2 Iron sticks, 3 Iron plates
    • Mining power: 2.5
    • Damage: 5 Physical
    • Durability: 4000
  • Steel Axe
    • Recipe: 5 Steel plates, 2 Iron sticks
    • Mining power: 4
    • Damage: 8 Physical
    • Durability: 5000
  • Jackhammer
    • Recipe: 10 Steel plates, 5 Electronic circuits, 1 Engine unit
    • Mining power: 6
    • Damage: 12 Physical
    • Durability: 6000
  • Laser Drill
    • Recipe: 10 Steel plates, 5 Advanced circuits, 5 Batteries
    • Mining power: 10
    • Damage: 20 Laser
    • Durability: 7000
  • Atomic Disassembler
    • Recipe: 20 Steel plates, 10 Batteries, 5 Processing units, 10 Alien artifacts
    • Mining power: 16
    • Damage: 32 Laser
    • Durability: 8000

Re: Expanded Tools [1.0.1]

Posted: Sat Jul 25, 2015 5:09 am
by -root
Great work Jpas, this is awesome.

I'll be checking multiplayer compatability. If it works, I'll start using it in my "break the game" series.

Re: Expanded Tools [1.0.1]

Posted: Sat Jul 25, 2015 5:40 am
by jpas
Thanks -root!

I do not foresee any issues with multiplayer, as it only modifies the data of the game, i.e. no game state modification. I look forwards to seeing it in your "break the game series". :)

Re: Expanded Tools [1.0.1]

Posted: Fri Jul 31, 2015 11:49 pm
by saladin1980
What has root done to us.

I do like the mod and will enjoy using it. Look forward to messing with it soon..

Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Posted: Tue Sep 01, 2015 3:26 am
by Peter34
I'm really not interested in manual mining (sorry), but will these tools also speed up the process of picking up placed items? In particular, some items such as Fluid Tanks take a long time to remove, even using a Steel Axe, e.g. if the Tank is mis-placed and needs to be removed and placed right.

Does this mod affect that? Or is it solely to make mining faster?

Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Posted: Tue Sep 01, 2015 3:42 am
by jpas
@Peter34, Yes this mod improves the speed of removing placed entities.

Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Posted: Mon Sep 14, 2015 10:11 pm
by Peter34
Hi, this is a very nice mod, but there is a minor game interface problem. It's shown fine in the Tech Invention window that when you invent Engine, you become able to make the Jackhammer, and when you later invent Laser you become able to make the laser thingie. But the last Tool is not shown for Alien Technology.

I have been able to build it in a test game, and that was after I invented Alien Technology, so it works fine. It's just not shown, whether before you invent Alien Technology or after you do.

It's possible that this is happening to me because of a conflict with another mod, Modular Armor Revamped, which also adds a craftable item to Alien Technology. But if so, it's a display bug only, as both items are craftable after Alien Technology has been invented.

Because it might be due to a bug, I'd like to hear from someone else, who's not using Modular Armor Revamped, that he is also not seeing the 5th tool under Alien Technology, in the Tech Invention window.

Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Posted: Mon Sep 14, 2015 11:12 pm
by jpas
I've looked into this, it looks like the Modular Armor Revamp mod is overwriting the prototype for Alien Technology. I have contacted the author of that mod to see if it can be fixed to be more compatible with other mods.

You see it in your crafting panel because of a migration I wrote for worlds that have not had the mod before, but have already researched the technology required for the tools.

Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Posted: Tue Sep 15, 2015 2:01 am
by Ranakastrasz
Latest version of Modular armor is compatible so far as I can tell. Sorry for the inconvenience.

Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Posted: Tue Sep 15, 2015 2:03 am
by jpas
Don't worry about it. Glad you could get a fix through :)

Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Posted: Sun Nov 01, 2015 10:15 am
by -root
hey jpas, is this good to roll with 12.12+?

Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Posted: Sun Nov 01, 2015 10:22 am
by jpas
-root wrote:hey jpas, is this good to roll with 12.12+?
Yep. The changes to the API in 0.12.11 did not affect the mod. :D

Re: [MOD 0.12.2+] Expanded Tools [1.0.1]

Posted: Sat Dec 12, 2015 2:03 am
by Peter34
This mod works fine in 12.20.

I'm not too happy about the look of the 3rd tier tool, the Jackhammer, though. Its red outline colouring makes it look like some kind of energy tool, using force fields or the like, and that's misleading. The 4th tier tool, unless I'm mistaken, is laser-based, and the 5th is based on Alien Artifacts, so those are fine, with their shiny colourful force field'ish looks, but the 3rd tier tool would really benefit from an icon that makes it look less advanced, makes it look like the brute-force Engine-based auto-hammer that it is.

Re: [MOD 0.12.x] Expanded Tools [1.0.1]

Posted: Sat Dec 12, 2015 2:25 am
by jpas
All I can do for the art is re-colour it, here's a version where I tried to get the colour as close to the accent on the engine as possible.

Image

Let me know if you think that's a better colour.

Re: [MOD 0.12.x] Expanded Tools [1.0.1]

Posted: Sat Dec 12, 2015 7:50 am
by Peter34
I do think it's better than the previous one, but does it have to be so colourful? Can you achieve a more "grimy" colour scheme?

Re: [MOD 0.12.x] Expanded Tools [1.0.1]

Posted: Thu Dec 17, 2015 2:13 am
by SirRichie
I think the visuals are fine, keep up the good work!

Re: [MOD 0.12.x] Expanded Tools [1.0.1]

Posted: Wed Jun 29, 2016 2:31 pm
by bloodgiver
Anyone can port it into .13? :D That would be great ^^

Re: [MOD 0.12.x] Expanded Tools [1.0.1]

Posted: Wed Jun 29, 2016 2:36 pm
by jpas
It has been updated!