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[MOD 0.10.1] Company mod: Kassa Industries
Posted: Mon Jun 23, 2014 6:29 pm
by Shaymes
Desciption: Adds barrels for liquid stuff like water lubricant light/heavy oil. (part of company mod)
Screenshoot:
changelog
-
known issues:
- missing petrol gas tank (icon and recipe)
- missing sulfur acid tank (icon and recipe)
- missing mod description
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Mon Jun 23, 2014 8:56 pm
by darius456
Plagiarism, the same stuff or eaven more add
Liquid Station Mod
No offense... You can still create another usefull mod.
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Mon Jun 23, 2014 9:37 pm
by Colombo
darius456 wrote:Plagiarism, the same stuff or eaven more add
Liquid Station Mod
No offense... You can still create another usefull mod.
No offense, but coming with the same (quite obvious) idea is not "plagiarism".
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Tue Jun 24, 2014 5:08 am
by Shaymes
yes a lot of ppl have the same idea so i wasted couple of hours to desing a propan gastank in blender for petrolium and acid ...
but this thread can be deleted
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Tue Jun 24, 2014 4:09 pm
by bobingabout
darius456 wrote:Plagiarism, the same stuff or eaven more add
Liquid Station Mod
No offense... You can still create another usefull mod.
Same idea, different implementation, nothing wrong with that with modding.
A quote, from stargate SG-1, when a someone writing stargate stories saw Wormhole X-treme was on TV.
"There comes a point where originality is completely lost, and we end up regurgatating the same crap over and over."
Don't let him discourage you, I can plainly see that your mod wasn't a copy, I've even thought of writing a mod doing the exact same thing you did here.
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Tue Jun 24, 2014 4:28 pm
by darius456
May be different implementation, different code but the same functionality. It's like inventing new alphabet, yes you can but why. Previous mod work fine and I don't see reason to create new/the same mod. No offense.
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Tue Jun 24, 2014 4:46 pm
by bobingabout
darius456 wrote:May be different implementation, different code but the same functionality. It's like inventing new alphabet, yes you can but why. Previous mod work fine and I don't see reason to create new/the same mod. No offense.
2 reasons:
1. Different implementation, it means although it might serve the same purpose, it isn't the same, it has different functionality.
2. He already stated that this is just 1 component of a larger mod he's working on.
Both deserve to exist, it's up to the player to decide which to download and use.
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Tue Jun 24, 2014 5:19 pm
by OBAMA MCLAMA
i agree with bobingabout.
when i started work on my mod, i didn't know another mod had a "grinder", for example in industrio.
They may be the similar, but mine serves a different purpose.
at the same time, This mod here may be the same purpose, But its a different implementation. And from the looks of it, its a child of a mod he is currently working on. Meaning its going to have more features in the future.
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Tue Jun 24, 2014 5:52 pm
by Shaymes
i stoped the work on this already i think about different stuff
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Tue Jun 24, 2014 6:20 pm
by darius456
Everything is ok when you can use both mods at once, if one mod excludes enother it is not good. Nevermind. The more mods the better.
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Wed Jun 25, 2014 7:32 am
by hoho
bobingabout wrote:2 reasons:
1. Different implementation, it means although it might serve the same purpose, it isn't the same, it has different functionality.
2. He already stated that this is just 1 component of a larger mod he's working on.
3. Competition.
Having somewhat similar things in their mods mean modders have a reason to try to improve their things to make players want to use their stuff. It also means there are more than one person looking at a problem and generates more ideas on how to solve it.
Only danger with that kind of system is when modders try to make their things more and more overpowered in order to make players want to use their stuff. Sadly that's what has happened to the tech mods in Minecraft and now I refuse to play with anything but Gregtech.
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Wed Jun 25, 2014 8:19 am
by Shaymes
i always try to be balanced becouse i use my own mod too and i dont like to be godlike, my acctual project is 'electric fence'
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Wed Jun 25, 2014 8:25 am
by ThaPear
I like it, the graphics are a lot more consistent with the base game than the other mod that was linked here.
Any chance for a download link?
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Wed Jun 25, 2014 10:41 am
by Shaymes
i will upload it again
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Wed Jun 25, 2014 12:26 pm
by ThaPear
Shaymes wrote:i will upload it again
Thanks!
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Wed Jun 25, 2014 6:08 pm
by bobingabout
Shaymes wrote:i always try to be balanced becouse i use my own mod too and i dont like to be godlike
I personally try to make things relatively ballanced. I often find that some things have a way too expensive recipe, such as things in Dytech that need the high end gems, those high end gems themselves have a way too expensive recipe. on the other hand, you don't want things to be too cheap either.
hoho wrote:
3. Competition.
Having somewhat similar things in their mods mean modders have a reason to try to improve their things to make players want to use their stuff. It also means there are more than one person looking at a problem and generates more ideas on how to solve it.
Another good point.
ThaPear wrote:I like it, the graphics are a lot more consistent with the base game than the other mod that was linked here.
This is probably the biggest reason why I'd choose this one over the other, the graphics look consistant with the base game.
One of the things I've been trying to do on my own mods is make the graphics look unique, but in the same style of the original game. This is relatively easy for Icons, but when it comes to making entirely new entities like buildings... That is beyond my skill. The best I can do is copy paste jigsaw editing, and recolouring the original graphics.
I even downloaded a peice of software to build my own molecules, just so I Could make icons for my new chemicals that matched those already in the game (Petrolium Gas, and Sulfuric Acid). I actually found the author of the icons that were used for the base game on wikipedia, and from his wikipedia page, found a few that I could use, but most of the ones I wanted were missing from his library, hence downloading the software he used to draw my own.
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Wed Jun 25, 2014 6:16 pm
by Shaymes
the icons was realy easy to make, the barrels and drips was already exist i had just to copy paste and scale i think about to keep working on this mod, electric fence are realy hard, but i think about to work on rocket/shootgun/flame trowher turrets and laser rifle.
one next idea is - energy transmitting tower, dont know if its balanced or not the big pole have a range=30 i think about a range = 100 maybe
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Wed Jun 25, 2014 9:10 pm
by Rensiur
I think Range 100 is too far, unless you increase the size of the entity significantly, say its a 3 x 3 field like the huge power poles that you usually find right after big power plants.
I for myself would probably still go with the 30 fields long ones because I can branch off every 30 squares and ... it uses resources. My biggest problem is the tremendous amount of resources that I sometimes have and the deep wish that some productions would take more resources and at the same time take longer.
I know this is more related to my playstyle, so this is only a very personal opinion.
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Sat Aug 02, 2014 10:58 am
by ThaPear
Any chance you could update this with sulfuric acid and petrol gas recipes?
EDIT: I did it myself, uploading here for anyone who wants it.
Disclaimer: I'm no good with graphics.
Re: [MOD 0.10.1] Company mod: Kassa Industries
Posted: Thu Sep 25, 2014 5:54 am
by Mariareese
Even I have found a piece of software application to develop my own molecules, I could make icons for my new game.