The Colonists

The Colonists

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Example - Sand, SandWell, QuartzFurnace, and E-Converter
   
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标签: Mod
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1.450 MB
2022 年 7 月 16 日 上午 7:25
2024 年 4 月 6 日 上午 9:33
8 项改动说明 ( 查看 )

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Example - Sand, SandWell, QuartzFurnace, and E-Converter

描述
Adds in new resource Sand, with 2 LODs.

Adds Sandwell building - digs for sand.

Adds Quartz Furnace - combines sand and fuel to make quartz.

Energy Converter L1 building converts Level 1 Energy to Level 2 Energy.
Energy Converter L2 building converts Level 2 Energy to Level 3 Energy.

Demonstrate adding a new Tech Panel (Chemistry) between Military and Transportation - with 2 new Techs: Sorcery and Alchemy.
Sorcery unlocks Quartz Furnace and EConverter L1.
Alchemy unlocks EConverter L2.

ver 7 - adds animation to SandWell and burning plus rubble to all 3 buildings.
Also updates floor render and most icon images.

ver 8 - fix Sand resource menu to conform to newer ui.json, globalStorageUISpec vs. resourceCategoriesDict

ver 9 - new ui.json for New ands DLC,
5 条留言
stlnegril9  [作者] 2023 年 1 月 31 日 上午 7:16 
"I'll look at it."
Not finding any conflict between those 2 mods. Working fine together.
stlnegril9  [作者] 2023 年 1 月 31 日 上午 6:31 
Roadlayer = LandRoute 3 Default Change w/ L3 RoadLayer?

Certainly not because it is pretty.

Ohhh. b/c the improved pats/roads are superfast, I bet.

I'll look at it.
MortalCookie 2023 年 1 月 31 日 上午 5:25 
Yeah. I love your Roadlayer and this Mod. The two together would be perfect
stlnegril9  [作者] 2023 年 1 月 26 日 下午 12:09 
"Can you change your mods so that they all work together?"

Probably. (Am guessing using the same IDs on some resources/buildings is overwriting things between mods, so I'd need to re-number things and re-publish).
But some of the mods are just demonstrations.

Are there particular mods you want to work with this one?
MortalCookie 2023 年 1 月 20 日 上午 9:14 
Can you change your mods so that they all work together?