[Mod] Gariba's Extras and Miscellaneous 1.4

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[Mod] Gariba's Extras and Miscellaneous 1.4

This mod (GEM, for short) adds new items and recipes for existing non-craftable items, based on things I wanted for myself and suggestions/requests. Please leave comments, feedback and suggestions. Cheers =)

Features:

  • Craftable broadhead arrows (non-crude): Requires Mechanic and Ranged skill, 1 medium shaft (branch), 3 springy sheet (paper, foil), small string and 2 small mechanical parts. I thought of this since from what I saw broadhead arrows have metal tips, and it would take a bit of metalworking knowledge.

  • NEW Piercing arrows (non-crude): Requires Mechanic and Ranged skill, 1 medium shaft (branch), 3 springy sheet (paper, foil), small string, sharp point and 2 small mechanical parts. Made by request of WolvenErus, it deals less damage than broadhead arrows but has higher penetration, making it the best arrow vs armor, especially when used with a compound bow, even better than most ranged weapons. This is actually reasonable, since most ballistic armour is made to withstand bullet shots, but arrows (decent enough and with a bow/crossbow with enough punch) can just pierce through the fibers.
  • NEW Bandages: Same crafting recipes as clean rags (boiled or desinfected), PLUS Medic skill.Functionally identical to clean rags, but they occupy 1/3 of their space and can only stack up to 5. The drawback is that they are small and cannot be stored in shopping carts, for example.
  • NEW Buyable iSlab and Smartphone: Unlocked electronics available at the C-Store in DMC, but are expensive.
  • NEW Power Outlets: Found on the cryo facility and urban hexes with power (the ones that have light at night), an electritian with some small mechanical parts and tools can turn it into a power tap for all your electrical needs.
  • NEW Makeshift Hot Plate: A bunch of parts sorted together inside a first-aid kit, this portable device heats when powered, enough to boil water and cook meat. Uses a laptop battery.
  • NEW Martial moves: Characters trained in melee combat have access to two new battle moves: Lunge and Backpedal Strike. These moves move one space towards or away from the target while attacking them. Good when combined with a spear to keep enemies from getting close while still causing damage. It also fatigues you a bit more.

For those who have had a hand in editing the game's xml, it's pretty easy to merge this mod with others. For those who have no clue how to do it, leave a comment and I'll try to upload a merge ASAP.

For those who downloaded the Craftable broadhead arrows mod, it has been deprecated, so remove it before installing this mod.

Download: https://www.dropbox.com/s/lgtgaj0hph2y2nk/Gariba%27sExtrasnMisc%201.4.rar?dl=1

NSE 4.2 merge download: https://www.dropbox.com/s/xdrgzz2f8m3xfdn/GEM%201.4%20-%20NSE%204.2%20merge.rar?dl=1
Install NSE first, then replace the 0 (zero) folder with the one from this download.

PS: The bandages were REMOVED from the NSE merge version, since it already adds bandages that I think are better than my own.

Changelog:

Spoiler: Highlight to view
1.1:
Added bandages and pierce arrows

1.2:
Added iSlab and Smartphone to C-Store

1.3:
Added craftable Makeshift Hot plate, Power Outlet to cryo and urban hexes

1.3.1:
Fixed standalone version not loading

1.3.2:
Fixed missing images for the hotplate
Added Lunge and Backpedal Strike battle moves

1.3.3:
Added back the buyable electronics
Added restrictions to lunge and backpedal (you're hopping around, so you need healthy legs and no vehicle)

1.4:
Fixed hotplate not using charges
Fixed not being able to store laptop battery in open hotplate
Fixed permanent "carrying torch" condition from can lanterns
Updated merge to NSE 4.2
Fixed hotplate not being usable with NSE due to recipes now requiring medium heat sources

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Would it be possible to work in non-crude piercing arrows to the mod?

Sure. I got some stuff going on today but I'll see if I can get something done tomorrow. I'll just have to create a new image for it.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Thank you!, i've been playing around with various skill builds and bow and arrow with this mod is practically sop for starting new characters...

I've finished the coding for the piercing arrows. Just need to test for bugs and do the images. I think I'll do something similar to the broadhead arrows, but with blue fins instead of red.

Also, I'll change the thread name to Gariba's Extras & Misc when I update it, since I'll turn it into a modpack. It will only have the craftable arrows and a new bandage item, but maybe I'll add to it from time to time.

Cheers

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Added your mod to the general list of mods: http://bluebottlegames.com/main/node/3414.

It's under Minor Mechanic Changes and name "Extras and Misc". Is that OK?


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Awesome. Thanks Kaaven =)
I don't know exactly which direction I will take in modding, so extras and misc fits pretty well for now.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Updated. Changed name from Craftable broadhead arrows to Gariba's Extras and Miscellaneous (GEM).
Added bandages and piercing arrows.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Two questions:

First, did you ever hear back about adding in the air filter cleaner?

Second, is this compatible with NSE?

I've already implemented the air filter cleaner, but I'd like to wait for lizarsoul's permission to release it in the modpack.

It requires some tweaking, but it is compatible with NSE (I actually use it). I'll do a merge asap and put a link for it.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

You are a gentleman, and a scholar, Gariba

Added link for NSE merged download. Install NSE first, then copy and replace contents from the NSE merge version of GEM.

Cheers

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

hmm not sure what im doing wrong but after installing meo scavenger extended and GEM afterwards neo scavenger gets stuck at 77% when i start it
i installed the extended mod first then GEM(the merged one)

I probably messed something up. I'll take a look and fix it.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Fixed. A sneaky line of code had made its way in from a copy paste.
Note to self: Always test stuff before uploading

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

There is definitely something going wrong. I did my own getmods.php for this, and it specifically gets stuck when parsing NEO Scavenger/0/neogame.xml

yea had the same error

Wait, i just did an update. It's still stuck?

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

nope
works now thx

And it works here, too. I was halfway through finding that error on my own when I noticed you had the update.

Thanks again :D

Updated merge file for NSE 3.3c

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Updated merge file for NSE 3.3c

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Unfortunately the mod doesn't work. I've installed nse 3.3c and then installed the gem merge on top. The game runs with gem's mod working fine but i cant find/craft any items from the nse mod. Also, the extra negative skills that nse has is gone when using gem.

I must have screwed something up when updating. Fixed now.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Now it works, amazing work and fast response. +1 rep for you mate.

hmm i'm thinking to make non-crude broadheads you would need to use appropiete tools or a work station of some sort to get nice sharp metal arrow heads

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

It's been a while!
Updated mod. Added buyable iSlab and Smartphone.
Updated NSE merge for version 3.5b.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Updated merge for NSE 3.6b

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Coming soon!

Makshift portable hot plate:

IMAGE(http://s2.postimg.org/4j5qljw6t/x2_Itm_Hotplate_Closed.png) IMAGE(http://s2.postimg.org/crhbhejsl/x2_Itm_Hotplate_Open.png) IMAGE(http://s8.postimg.org/tzm0h2oxt/x2_Itm_Hotplate_On.png)

Crafted from a first aid kit, some parts and a laptop battery.

Power outlet:

IMAGE(http://s3.postimg.org/iipprtzzj/x2_Itm_Scavenge_Power_Base.png)

Will be found on urban hexes with power (give off light at night), and can be crafted into a power tap.

I can't draw for crap, as you can see from the masterful montage that is the hot plate. If anyone would like to do an art for this, I'll add credits to you.

Cheers!

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

you kidding? that looks awesome. although i don't understand why id use it over a fire or night vision eyes.

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

He's saying that the plugs will be found in city hexes (the ones that glow at night) and, presumably actually make the hex as lit up as its graphic suggests.

As to the stove, obviously it is a replacement for fire that can be crafted by non-trappers and carried with the player. How many times have you needed fire, yet had no kindling or had to burn precious clothes or rags?

Gariba, don't forget to make these recipes require Electrician,at least. And it looks like one might have to "liberate" some of the components for the hotplate from a certain car park.

ok 1) i find lighters like pennies on the ground and with magnifying glass i've Never had an issue to date where i couldn't find one or the other
2) in my experience batteries (especially laptop batteries) are pretty rare so i'm still not seeing the advantage
3) if cities have charges laying around in them now or if it works like you said combined with what kaaven said about light then i like it, but he did not say that in the OP.

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

Well, as long as you have power you don't need to carry around wooden branches to start a fire or go into the nearest forest. With a nearby water and food source you can almost have a home away from home!

EDIT: Swordsage'd. Also, yes, it will require electrician. I was thinking more about regular mechanical parts, since they are the closest thing to electrical components. Maybe require an electronic device por parts.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Another possible advantage of an electric cooker - it does not generate any light, so boiling stuff on that thing should not make player any more visible (though it should produce less heat than a big campfire).

Something like that can be extremely useful if the Player decides to visit the Dogmen country up north :D Same reason I added a hobo stove to my mod.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

question: i don't know if one laptop battery could really heat that thing. i don't know much about power but todays flashlights kill batteries pretty quick, on the other hand these are future batteries and could be three times better than what we got today considering they have cryo chambers that work. possibly add two batteries to the recipe

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

That's a good question. The game's flashlight lasts for up to 80 hours, but sure LEDs are awesome and all. Also, all batteries are rechargeable so I would say they are at least as good as today's highest-end batteries. Still, two laptop batteries seem good.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

sorry when i said "flashlights" i meant otdays camera's kill batteries especially with the flash

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

A modern fully charged laptop battey should be able to boil around 4 litres of water.

If it is possible can give the stove power slots and use xx power per craft (or per time unit switched open, only allow crafting while open?)

If adding power outlets, could one be added to the exam room 17 location as well as it has power and is a nice addition to the camp for electricians.

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Laptop
Voltage (15) x Ah (~6) x hours->seconds (3600) = energy (324 Kj)
Energy (259000) / Temp Change (80) = 4050 ml of water boiled

Tablet
Voltage (3.7) x Ah (~4) x hours->seconds (3600) = energy (55 Kj)
Energy (55000) / Temp Change (80) = 666 ml of water boiled

Smartphone
Voltage (3.7) x Ah (~2) x hours->seconds (3600) = energy (27 Kj)
Energy (27000) / Temp Change (80) = 333 ml of water boiled

Good job on the math, but you're assuming 100% efficiency, there.

Also, might a better calculation of the battery capacity be to compare the number of energy items each battery contains? We have little to no idea of the power consumption needs of these future-tech devices, not even if the flashlight is incandescent or LED.

The small battery is a good place to start, tho. The batteries appear to be standard AA, and therefore their voltage is known. We just need to determine their mAh rating to know what 1 energy is equal to.

well two batteries means you get more eletricity space for the storage. and it makes it lok more badass :P but considering that these laptop batteries in all probability are much better, i guess it could be left alone with just one battery.

and +1 to cryo lab power outlet. with some camouflage in my mod it will be a home away from home

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

I bring it up because we have a real-world metric unit for water, in the game. Presumably we can do the same for energy.

Well reminded about the power outlet on the cryo facility.

About the battery, so one full laptop battery could boil 16 droplets of water... Can we assume a 75% efficiency? That would bring it down to 12 uses, which seems more reasonable. Also note that it can be used either to boil water ot cook meat.

Perhaps instead of requiring a laptop battery to craft, one (or more?) will be required to power it. Doesn't make too much sense anyway to empty another battery to fill the hot plate with charges.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Thhat's a high efficiency, 50% is more realistic according to some Internet research I just did. 75% is more the range of microwave ovens.

And definitely use batteries as something to power it, rather than craft it. That makes it easier to reload and share the battery between devices.

For a pure restive heating system electrical->heat conversion should be 100% effientcy (waste energy is given off as heat, which in this case is what you actually want).

In-effiency would come from any heat not used to heat water. So well insulated kettle, with heating element inside near 100% effient, heating on a hob is a slightly less effient as more heat goes into the air, microwave heater nearer 60% due to the electrical->microwave conversion (rest lost as hard to recover heat).

I'm not sure the in-game power storage/use number match up that well to real life to worry about about thing more than vagualy, so probably just want to balance it on what seems balanced. Blame any difference on either future tech, or fact most batterys left abandoned for a few year are unlikly to actually charge anyway :)

-- Approx battery number of present best retails batteries
laptop (lithium) = 240 charge = 324 Kj = 0.72Kj per charge
aa battery (lithium) = 40 = 20kj = 0.5Kj per charge
aa battery (NiMh) = 40 = 16kj = 0.33Kj per charge

Power usage (1 hour)
small led torch = 1kj
laptop (screen on) = ~40 Kj

Just for comparison as i am already rambling
liquid gas (propane/butane) = ~25 kj per mili-litre

New graphics for the portable hot plate:

IMAGE(http://s1.postimg.org/j2htfm88b/x2_Itm_Hotplate_Empty.png) IMAGE(http://s2.postimg.org/n7bcpo7n9/x2_Itm_Hotplate_Full.png)

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

A hint about the sprite - since you are using x2 image, you should stick with the size of the pixels on-screen being 2x2 real pixels. I am talking about the cables connecting to the battery in particular - on normal sized sprite where everything will be half the size, it will look bad.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Yeah, I did that. The cables are actually from the light fixture image. As I said, it's just a montage from some edited images. The first resize did get horrible tho, but I got it better after changing the resizing method.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

I was kinda waiting for NSE 3.7 to dish out the 1.3 update. Working the code now.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

gariba, whats yours ipinion on your bandages vs nse do all bandages?

OverHaul Mod
DevKit is an upgraded BBC mod.
Improve your mods.

Ah, yes. I think the NSE bandages fit the game better, and from the start it didn't make much sense to be able to craft a better piece of clean cloth just because you're a medic, with no extra materials whatsoever. So I think I'll just remove my bandages, at least from the merge version.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190

Updated to version 1.3, with merge for NSE 3.7. Still not tested though, so please leave feedback if you find any bugs.

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Gariba's Extras and Miscellaneous:
http://bluebottlegames.com/main/node/4190