[MOD 0.11.x][WIP] TMC - Rare resources mod
Posted: Mon Jan 12, 2015 8:44 pm
Soo, yet another resource/ore mod you say? Well... yes, but maybe with a little twist.
The background
First of all, I really wanted to try to make my own mod, so thats one big reason this mod exits. I like expanding and running trains and having mining outposts and often find myself just mining a lot. In the end game, while this is fun, there is no real reason to store millions of ores or plates anymore, I already have more than enough to win the game if I wanted to.
So what does the mod do
I generally don't want to change the game to much as I usually kind of loose interest when I do that. This mod does not add any new resources on the map, but adds a few more or less rare drops from the existing resources. The idea is to make it worth while and encourage mining and storing vast amounts of the base resources. This also creates a need to always do some simple sorting whatever resource field you are mining, which also adds a little twist.
Modularity
I wanted the mod to be completely modular, so it actually turned into a collection of mods (hence tmc - tiny module collection). Every part can be used separately, or mixed with any other. There is a top level that handles the combinations that should always be installed, and then a separate mod per resource. At the moment there is tungsten (rare from iron), cobalt (rare from iron and copper), diamond (*very* rare from coal) and ruby (rare from stone). Tungsten enables better lights, cobalt better ammo, diamonds can be used to create a diamond drill and ruby enables better solar panels. The combination of tungsten and cobalt enables a carbide drill and CT batteries used for better accumulators.
Graphics
Well, I know some people don't like mods just changing colors for new items, but I actually do, as long as it's another version of the same item. I also think thats in line with how the base game treats this (belts, inserters and so on).
Licensing
Feel free to use, change and do whatever you like with this. There is no original graphics or fancy code in here that need any kind of protection (except for restrictions on the graphics set by the devs). Enjoy! =)
Does it work with other mods
Well, to be honest I don't use many other mods, none that changes/adds resources. However all items/entities added are uniqe (prefixed with tmc), so it should not cause any problems that way.
The future
Don't really know. I'm trying to come up with a clever way to actually use all those resources being stored, preferably something more creative than just dummy research. Also I would like to make more use of wood and maybe add some rare resource/resources from trees as well. Any suggestions are very welcome.
Credits to Loren1350, the author of Scrap Mod, for the code on how to enable already researched technologies.
//Patrik
The background
First of all, I really wanted to try to make my own mod, so thats one big reason this mod exits. I like expanding and running trains and having mining outposts and often find myself just mining a lot. In the end game, while this is fun, there is no real reason to store millions of ores or plates anymore, I already have more than enough to win the game if I wanted to.
So what does the mod do
I generally don't want to change the game to much as I usually kind of loose interest when I do that. This mod does not add any new resources on the map, but adds a few more or less rare drops from the existing resources. The idea is to make it worth while and encourage mining and storing vast amounts of the base resources. This also creates a need to always do some simple sorting whatever resource field you are mining, which also adds a little twist.
Modularity
I wanted the mod to be completely modular, so it actually turned into a collection of mods (hence tmc - tiny module collection). Every part can be used separately, or mixed with any other. There is a top level that handles the combinations that should always be installed, and then a separate mod per resource. At the moment there is tungsten (rare from iron), cobalt (rare from iron and copper), diamond (*very* rare from coal) and ruby (rare from stone). Tungsten enables better lights, cobalt better ammo, diamonds can be used to create a diamond drill and ruby enables better solar panels. The combination of tungsten and cobalt enables a carbide drill and CT batteries used for better accumulators.
Graphics
Well, I know some people don't like mods just changing colors for new items, but I actually do, as long as it's another version of the same item. I also think thats in line with how the base game treats this (belts, inserters and so on).
Licensing
Feel free to use, change and do whatever you like with this. There is no original graphics or fancy code in here that need any kind of protection (except for restrictions on the graphics set by the devs). Enjoy! =)
Does it work with other mods
Well, to be honest I don't use many other mods, none that changes/adds resources. However all items/entities added are uniqe (prefixed with tmc), so it should not cause any problems that way.
The future
Don't really know. I'm trying to come up with a clever way to actually use all those resources being stored, preferably something more creative than just dummy research. Also I would like to make more use of wood and maybe add some rare resource/resources from trees as well. Any suggestions are very welcome.
Credits to Loren1350, the author of Scrap Mod, for the code on how to enable already researched technologies.
//Patrik
Screenshot of the added objects
Latest updates
Download links