Showing posts with label Modding. Show all posts
Showing posts with label Modding. Show all posts

Wednesday, September 25, 2024

King Of Birds (Dredmor Mod)

 Back on the old Dungeons of Dredmor kick, eh? Back on it? Naw... still on it. 

I made another Dredmor Mod: King Of Birds! 

Birdwatching. Carrier Pigeons. Falconry. This Kingdom is for the birds!

Link: Dungeons of Dredmor Mod: King Of Birds



King of Birds is a support skill for (bird-brained) Warriors with big ambitions. It's a tool-box of useful tricks and upgradable equipment, with a side of random buffs to super-charge your Warrior build. While it does have some attacks in the skill tree, it's not really intended to be your main attack skill by itself. Your falcons are here to bolster their King, not steal his glory nor his throne.

This is a new mod by the maker of Interior Dredmorating, Swashbucklers, Aztecnologist, and a bunch of rooms from various official Dredmor DLCs.

King of Birds showcases a 7-level Warrior Skill, bolstered with a series of related items and corresponding crafting recipes, a half-dozen new rooms that support the themes and mechanics of the skill, and other silly surprises.

Wednesday, July 10, 2024

Aztecnologist (Dredmor mod)

Been on an old-school Dungeons of Dredmor kick lately. Tonight I published an entirely new Mod for Dredmor. 

Link: Dungeons of Dredmor mod: Aztecnologist 

Your degree in Applied Temple Trap Engineering from Mayincatecnical College will make those pesky Archaeologists feel appropriately unwelcome!

Archaeologists the world over plunder mighty tombs and temples, braving all manner of horrific traps to bring the power of scholarly tools like bullwhips and dynamite to bear to rescue the misty past from its rightful owners. Who maintains those ageless death-traps, and keeps them functioning generations after their installation? You do! You went to college for it.



This skill provides damage and resist boosts for Piercing and Toxic damage, and several levels of Trap Sight and Trap Affinity, but the main draw is the crazy activated abilities.

Monday, June 10, 2024

Re-Delving Dredmor's Dungeon


 I've been playing a bunch of Dungeons of Dredmor lately, and it inspired me to return to my old mods for the game, and spruce them up. I just posted version 1.3 of Interior Dredmorating to Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=74589366

Compared to the version that was available at the start of the year, this one has 75 more rooms, several new monsters, locked doors and mini-side-quests, 2 new Diggle Gods, a few new items specifically for the late game when the loot starts running thin, etc. In addition to lots of new content, I also fixed bugs and improved a lot of older content from previous versions of Interior Dredmorating and YTTG ("Yes Time To Grind" a mod I'd released on the Gaslamp Games forums back in the day, before the Steam Workshop was a thing). 

It's great to be back in the dungeon. I'm really enjoying modding stuff again for this old favorite game. I have a big list of ideas I want to work into future versions, and I've also been working on a Skill mod for the game.


 

Wednesday, February 4, 2015

Better Bunker Bureau

Cortex Command is a computer game I've enjoyed in spurts off and on over the past 5 or 6 years. It's been in beta that entire time, and is far from complete or bug free, but it's pretty amusing. Link to publisher.

In a nutshell, in Cortex Command you control a brain in a jar (or sometimes in a robot body) that in turn controls mobs of stupid little soldiers. You build bases and blow people up. The terrain is very destructible, with huge fortresses being demolished appallingly quickly, as every gunshot knocks stray pistols off of the landscape. There's a short campaign game, that can be pretty arbitrary and punishing, and it also comes packaged with a number of little one-shot scenarios. Delightful mayhem in a cartoony 8-bit retro aesthetic. It is stupid fun. 

However, I feel like the base-building part of the core game is poorly balanced. It's a huge part of the metagame, and completely out of whack. Tiny little blocks of concrete cost as much as large pre-fabricated bunkers of concrete and steel. Whenever I play it, I feel compelled to spend time designing unique bases, but doing so involves a lot of frustration over the in-game economics. There have been a few mods that addressed it (and I took a stab at it myself back in 2009), but they were all for previous versions of the game, back when it was a pain in the butt to install mods. Nowadays, the game is available via Steam, and mods published via Steam Workshop are easy to install.

As much fun as it is to complain about things on the internet, sometimes I actually feel compelled to do a little work to improve the things that bother me. So, this week I uploaded a mod, the "Better Bunker Bureau", to Steam. Download Link


It's pretty straight-forward. For starters, I took the existing elements from the base game, and re-organized them so they'd be easier to find the things you wanted during the campaign (stairs and ladders together, tunnels organized by size and shape, etc). I adjusted the in-game prices on all the terrain pieces, so if one wall was clearly superior to another their prices would reflect it. (Though this does break down a little amongst the cheapest items.) I also tweaked the materials files so the pre-fab bunker sections now have rubberized floors that better survive the normal wear and tear of heavy robots tromping around (and falling from the rooftops) all day.

While I was at it, I added a few new terrain elements and pre-fabricated construction modules for base building. Some of these were obvious holes the game was lacking, such as making mirrored and rotated versions of existing bits so you didn't have to orient your fortress in a particular direction. Other new bits were a little goofier, like wooden walls and platforms, and piles of old tires, mostly included to provide a bit of set dressing and variety. (Seriously, if concrete and metal get nibbled away with every bullet, wood walls vanish in the blink of an eye.) If it's not obvious by now, my goal was to make the game more playable, not necessarily more winnable.

Most of the work was stuff I did back in 2009, with a bit more in 2012, and some finishing touches this week (2015). Just like playing Cortex Command, this mod is something I've toyed with from time to time over past several years.

Tuesday, September 11, 2012

Swashbucklers of Dredmor

Yesterday saw the release of my latest Dredmor mod project, a collaboration with fellow modder Ruigi. Our Swashbucklers mod adds dozens of new items to the game, focused primarily around a Pirate theme and the Rogue skill archetype. There are also new rooms to spice up the dungeon layout, such as hidden treasure rooms with undead pirates, and a place known as cannibal island. It's been several months in the making, and I think you'll really like it.

You can download the files, and/or read the detailed synopsis at the Gaslamp forums.
 


Tuesday, June 5, 2012

ID, YHTNTEP, and DOD - Download them today!

That unhealthy looking fellow is Lord Dredmor, a terrible Lich with plans for global domination. Those little brown things moving his sofa are Diggles, oppressed and brainwashed drill-beaked penguiny people who do his bidding. It's okay to kill them, unless you're Vegan.

Why am I sharing this with you?

Today is the day the "You Have To Name The Expansion" Pack releases. It's a free expansion to the Dungeons of Dredmor game. It includes a good chunk of content that I created, polished up and included as an official expansion to the game. I'm really proud of it, and honored to be a part of this project.

To celebrate the release of You Have To Name The Expansion, Gaslamp Games is putting Dungeons of Dredmor and the Realm of the Diggle Gods expansion on sale for 70% off for the remainder of today.  The game was already dirt cheap and a heck of a bargain, but today it's just a couple bucks. Go buy it now. NOW.

While you're at it, you should also download and install Interior Dredmorating 1.2.6. Starting today, ID1.2.6 is available via the Steam Workshop. It's a mod I created for Dredmor, and I'm really proud of it, too.  Seriously, this is a good day to be me.

You don't want to ruin my good day, now, do you? GO BUY DREDMOR. GO INSTALL INTERIOR DREDMORATING. DO IT NOW. Thank you. Have fun.

Purchase Dungeons of Dredmor here
Download You Have To Name The Expansion Pack here
Download Interior Dredmorating here or here





Tuesday, May 1, 2012

Hittin' the big time. (You Have To Name The Expansion Pack)

I'm finally allowed to share the great news I've been sitting quiet on for several weeks.
There's a new DLC for Dungeons of Dredmor, and I helped create it. A large portion of my mod, Interior Dredmorating, was chosen by the fine folks at Gaslamp Games for inclusion in the latest official expansion. With like, production values and stuff. It's been a lot of hard work, and I'm really proud of it. Go me.

"You Have To Name The Expansion Pack" is the name of the expansion. When you download and install it, it prompts you to name your own personal copy whatever you'd like, which then displays on the title screen. My copy will no doubt be named some self-serving bit of puffery about how amazing I am, probably with the rest of the world being referenced by the collective noun "bitches".

Full details, including a few screenshots of content I contributed, can be found at the Gaslamp Games blog.  We don't have an exact release date just yet, because we're on "valve time", but it should be available for download in just a matter of days.





In other "I'm freakin' amazing, everybody loves me, and I'm so darned modest, too" news, a total stranger in Holland saw some of my doodles on the "Best of Draw Something" website, and sent me a game request so he could get more of my artwork. That was pretty flattering. 

This is shaping up to be a good year for my ego.

Wednesday, March 21, 2012

Recent Gaming Projects

Been a while since I've posted, but I've been keeping busy. Here's a brief statement of the gaming-related projects that have been keeping me busy:

  • Death Warmed Over is a new Zombie Apocalypse RPG that I'm writing. The first playtest will be this Sunday.
  • Interior Dredmorating 1.2.4, the latest version of my mod for the rogue-like Dungeons of Dredmor, has been released. It features new rooms (including new shops and zoos), vastly improved artwork, and miscellaneous tweaks and fixes. I've got some exciting news to announce soon about ID and DoD, but for now I must remain silent.
  • My Continuum campaign continues ahead on it's two nights. Both play-groups are about a session away from major tangles with narcissists. Ron and Heilyn are about to rescue a fellow spanner from a narcy nest in 1998 London, while Declan and Casey are currently planning to foil a narcy serial killer operating in Basel, Switzerland circa 1530. Should be some exciting sessions in the next couple weeks.

So I'm keeping very busy on multiple fronts.

Bonus Fun Link: Nokia has patented vibrating tattoos that talk to your phone. Cyberpunk may actually be here by 2020 after all. You know this tech is will lead straight to sub-vocal mastoid communicators and Mr Studd implants. All night, every night, and she'll never -- wow, that's incredible sweetheart, where'd you learn how to -- no, wait, that's just my phone.

Friday, February 17, 2012

Interior Dredmorating

A while back I blogged about how I was getting a lot of fun out of a graphical roguelike computer game called Dungeons of Dredmor. It's darned good - PC Gamer awarded it Indy Game of the Year for 2011.

I enjoy it enough to do some significant modding for it these past couple months. It's high time I provide a link here to my mod, Interior Dredmorating. ID is now on it's 1.2.1 release, and it's been pretty warmly received by the Dredmor fan base.

Download: http://dl.dropbox.com/u/8238260/Interior Dredmorating 1.2.1.zip

Sometimes a dungeon isn't really a dungeon.
Primarily my mod adds new rooms, items, art and flavor text to the dungeon. While there are a lot of mods out there for Dredmor, most are skill-and-spell based, the sort of thing you plug into the game to up your character's power (or your build options). Mine's not like that, it's more about providing new challenges and new things to explore. Not surprising at all to those who know me - I'm usually happier being the dungeon-master than being a player.



Those interested in the full details of what the mod adds to the game should check out the thread on the Gaslamp Games forum:  http://community.gaslampgames.com/threads/interior-dredmorating-1-2-1.2158/

Thursday, December 29, 2011

Dungeons of Dredmor

Get used to seeing this screen a lot. It ain't easy, but it's fun.
My Continuum campaign is on hold till the new year, so I've been filling my time playing (and modding) a wonderful little computer game called Dungeons of Dredmor.  It's essentially a roguelike, but with nice graphics instead of little ascii glyphs that populate that genre. So, more like Diablo, but with a wicked sense of humor (much of it fueled by anachronism and a keen understanding of the tropes of the genre. The remainder is fueled by lutefisk and booze.).

Dungeons of Dredmor has a ton of variation and is highly replayable, largely due to the various character builds interacting with the dungeon in completely different ways. It's not class-based, you chose your own combinations of 7 of the roughly 30 skill trees. If you can teleport, turn enemies into meat products, build your own armor from items found in the dungeon,  and rob from vending machines, you'll get a very different game then if you choose to be a vegan archaeologist with a pet mustache-golem. I'm not making that up.

Best part: Dungeons of Dredmor is dirt cheap. I got mine via one of the Humble Indie Bundles, but you can pick it up on Steam or Desura for $5 and the expansion is just another $3. The wife and I have logged over 170 hours playing it, and have shown no signs of slowing down. Seriously. You can't beat that value for your money.

As mentioned, I'm working on mods for the game, which I'll link to from this blog when they're ready for release.

Monday, June 28, 2010

Modding a Feral Beast

A while back I mentioned the Humble Indy Bundle, which was a set of 5 or 6 downloadable computer games. Very cool little titles, of which the cream of the crop is a beautiful game called Aquaria. My wife and I have logged a lot of time playing Aquaria. It's one of very few computer games I've ever felt the compulsion to truly play all the way through. After about 50 hours of play, we not only reached the end but also amassed nearly all the in-game achievements.

Then we broke out all the mods we could find for the game. Most of them were pretty short, though, so Sarah and I decided we'd take a stab at modding it ourselves.

Download Link
Our mod is called Feral Beast. What's available from that download is just a preview; enough to keep you busy playing for an hour or so. The mysterious beginings of the story, and the first 5 map levels we got finished. There's a few hints towards the eventual plotline, but it's mainly just an exploration mod at the moment. Poke around with it and have some fun. You'll need Aquaria to play, of course. You should carefully read the installation section of the readme.txt file included in the download, as the new recipes don't install automatically, and must be manually placed inside the game folders.

Additional chapters will be added as we create them. The actual level editing stuff is fast and easy, but there's some significant time investment in designing new creatures and coding anything particularly interesting, so it'll be a few weeks before you see an update.

Wednesday, March 3, 2010

Drives'R'Us, v4.0

I just uploaded the absolute best version yet of my Drives'R'Us mod for the video game Weird Worlds: Return To Infinite Space.



The 4.0 version of Drives'R'Us expands on my 3.1 version with 4 new spaceships, and over two dozen new quests. I've added colonies for most of the alien races, a few random invasion fleets to attack Glory, larger maps, and even the fabled fortified vault of Fomax. In addition to all that new stuff, I've also ported over the best bits from my "Teeming With Life" and "Sgqwonkian Crisis" mods. The variety of encounters and experiences is very high, to maximize the replayability. The file size of the download is nearly 3 times that of the previous version. I put a lot into this.


Future Plans:

Since the best bits of Teeming With Life and Sgwonkian Crisis are now in Drives'R'Us, it's unlikely those mods will see any future updates. There'll no doubt be a 4.1 version of Drives'R'Us somewhere down the road. There's always little things worth tweaking. A musically-gifted friend of mine offered to make me some new music for the various quests, so as he finishes up those sound files, I'll be updating the mod, probably with new quests and items.

I'd also like to make a mega-mod that incorporates content from other people's mods into one hugely unpredictable compilation. There are some technical limitations to the game engine, though, which I've been looking at and trying to chart out how much I can actually accomplish. If I go ahead with this, it would probably be published as a separate mod, not a new version of Drives'R'Us.

Friday, January 29, 2010

Even More Modding (Drives v3.0, plus a wiki)

More weird worlds modding this past week. It started with a tiny little update to Drives'R'Us, that was supposed to be just v2.2. And then, that snowballed into major changes so significant that if I didn't call it v3.0, nothing would ever qualify for that title. It's only been a little over 2 weeks since 2.0 went up, but I saw no reason to delay something that was a radical improvement in every way.

Here's a download link for Drives'R'Us version 3.0



Brief list of changes in 3.0
  • Added 4 new mercenary / ally vessels.
  • Radically improved graphics on all 6 of the custom ships from versions 1.11 and 2.0, and tweaks to the stats on most of them.
  • 7 new items (on top of the 30 new ones from just 2 weeks ago), including the Shroud of Primordius, which is definitely my favorite of all the items I've ever added to the game.
  • Miscellaneous minor tweaks to various graphics and game play elements. Very numerous, but none of them major.


I'm finding modding to be much easier than it was when I was doing it two years ago. Not sure what's changed, but I'm grokking all sorts of things that had been obfuscated from me before. And since I was having breakthroughs, I thought I'd share them with other modders. So I set up a wiki for Weird Worlds modding, and I'm giving myself a goal of adding at least one page to it every day from now until either it's exhaustive, or I'm exhausted. Hopefully, it'll encourage some more modding, as the community is a little slow and sparse these days.

Here's a link to the modding wiki. Should any Weird Worlds modders care to contribute, the secret code to signing up is "shrapnel and eel". You don't need to sign in to view it, but you do need the code to edit anything.

On a related note, I've been helping one of the other modders at the forums (ExplorerBob) debugg his mod. He's got a really neat set of quests that make the relations with various races unpredictable. So in one play, the Muktians might hate you from the start, and then next time you play they're friendly and amicable. It's pretty clever, and spices the game up a lot. I'm looking forward to his first real release, not just the partial beta test / debugging files he's given me.

Tuesday, January 12, 2010

Mods 'R' Us

I put up another Mod for Weird Worlds: Return to Infinite Space.







This one is the 2.1 version of my Drives 'R' Us Mod.

Changes from the 1.11 version (which I'd made almost 2 years ago) include:
  • Recalibrated prices on everything. I did extensive testing and number-crunching to arrive at more-accurate values for almost every item in the game.
  • Technology items are now split into Civilian Tech and Military Tech. The Military mission focuses on military tech, and the Science mission gives a little bit of emphasis on civilian tech.
  • Changed the starting equipment for all Terran ships, and what spawns on Hope.
  • Over 30 new items!
    • 9 New Weapons
    • 3 New Drives
    • 2 New Sensors
    • 1 New ECM
    • 4 New Combat Computers
    • 5 New Repair Systems
    • 5 New Thrusters
    • 2 New Shields
  • Miscellaneous tweaks to various systems and weapons.
  • Added a couple new ship variants. Should mix up the fights a bit.
  • Bloodfang is very different from the main game, and better balanced than he was in version 2.0.
  • Removed all the Superweapon KEYS. The sheer quantity of items in this mod makes it unlikely you'll get a large stockpile of so-called superweapons.
  • Tweaked the Civil War event. It's now a little more unpredictable (there's two versions), and no longer claims to be a supernova after the fact. I'm much happier with it now.
If you're thinking I jumped from 1.11 to 2.1, I didn't. There was a 2.0 version that I forget to link to from here, but it was only up for 3 days before I found some minor issues that I fixed in todays version.

Here's the download link: http://forum.shrapnelgames.com/showthread.php?t=35857&page=

Have fun!







I also updated Tech Transparency 2.1 to v2.1.1.
It's just a small fix concerning the text on the repair units.
Download link: http://forum.shrapnelgames.com/showthread.php?t=44512

Friday, December 18, 2009

Teeming With Life mod, version 1.4

I just posted a new version (v1.4) of my "Teeming With Life" mod for Weird Worlds: Return to Infinite Space.




Download the new version here.

I'm much happier with the look of the mod now, but I still really need to go tweak the amoeba-ships. Getting those to the level I want may take some time.

Tuesday, December 15, 2009

Return to Infinite Modding

My favorite video game is once again Weird Worlds: Return To Infinite Space, the game that lets you explore an entire galaxy on your lunch break.

For nearly a year I couldn't play it. My old computer died, and I'd somehow failed to backup my download of it.

A couple weeks ago, I got the game again. So! Much! Fun! I'm left wondering why I didn't rush out and buy a new copy the second I lost the old one.

And, of course, I immediately felt the desire to mod welling up inside me. Feeling the creative urge...



I very quickly released a new version (v 1.3) of my old "Teeming With Life" mod. No real new content, but several bug fixes. It's amazing how problems and solutions stand out so clearly after taking a year off from something. Download Link






I followed that up with a quick and dirty little mod called "Tech Transparency". It's significantly less ambitious than my other mods (and you can tell by the generic text-only banner).

After a year off, I just found I no longer knew which weapons and items were worth the trouble, and which ones were total junk. I realized it'd be a simple task to make a mod that displays all the relevant game data in the pop-up-window for each item. If I was going to make such a tool for myself, I might as well make it available for others, and thus Tech Transparency was born. Download Link

Now, some would say this mod is almost against the spirit of the game. Weird Worlds is all about style and mystery, not comparing game stats to maximize your efficiency. Those folks are right, but they have the main game and plenty of other mods they can enjoy. I will admit the mod certainly lost some of the cleverness of the original game, even a few of the sci-fi in-jokes had to be cut for space reasons, but I think it's worth it to figure out which three-coin beams are worth installing, and which ones are just trade-bait.


Does this mean I'll return to full-blown modding? I don't know. Those were both easy to implement, and took just a couple of hours. I've got plenty of ideas for mods, but the loss of my Weirdyssey mod before it could even be released was pretty heart-breaking. I'd put way too many hours into that thing, and never got to show it off. Not sure I'll try anything that extreme again, especially considering how dead the WW:RTIS modding community is. I'd love to see the mod forums become active again, but that seems unlikely. Then again, I wasn't playing for a year, so maybe some of the other prolific modders will return, too. It's hard to mod with your fingers crossed. :)

Tuesday, December 11, 2007

Crewing Weird Worlds

In the main game (no mods) of Weird Worlds: Return to Infinite Space, you have no crew - or rather, the crew get barely any screen time and they don't really matter. They have no image. They serve only as NPC extras, a minor reinforcement of flavor. Sure, the science officer may figure out something about the Crystal Fish, and the whole crew celebrates if you smack the Kawangi, but they have no lives of their own.

The only way to impact them is to get the whole flotilla blown up. It seems that even if 4 out of 5 ships in your fleet get wasted by Urluquai, all hands survive and transfer to the remaining vessel. That, or it's assumed the Captain is a cold and heartless bastard who mourns no one. Not sure which. There are no funeral services, and no memorials to the nameless dead.

Esmeralda is the perfect example of your crew's passivity:
"Esmerelda, thief, smuggler and saboteur, is wanted in five star systems for a variety of crimes. Her notorious reputation and shady background only add to her mystique. The price on her head? 500 big ones!"
Ask any WW:RTIS player about Esmeralda, and they'll tell you how devastating and infuriating she is. Yet, when she robs or sabotages your ship, the crew's only comment is "Oh, yeah, I saw her on board, but I thought nothing of it." Weak-willed mindless sheep, this crew of ours! They deserve to have their towels stolen.



For my upcoming Wierdyssey mod, I've created crew (they sit next to your passengers), figured out how to track their morale and make it contribute to your final score, and how to cause events to deprive you of crew who get eaten or go AWOL. Just as Odysseus' crew got nibbled one-by-one before finally becoming lost-to-a-man, your crew will tick away, and their deaths will mean something to you. In keeping with the Homeric tradition, you still win as long as Weirdysseus gets home, but you have to choose how many redshirts get eaten by Scylla along the way.

It's not easy programming, and it's taking a lot longer than I ever suspected it would, but I hold fast to the belief that it will all be worth it when I'm done.

Modding is Hard

"Tiny purple fishes run laughing through your fingers" - Tales of Brave Ulysses, by Cream

I could have spent all day yesterday prepping for my Scion Campaign, or applying paint to a canvas, and not at all felt like I was wasting my time. My skills at both are honed enough that my wheels rarely spin in place, and I know how to work past minor blocks.

For modding, it's not the same. When I get done with 8 hours of modding and have but two minor visual jokes to show for it, I feel pretty underwhelmed.
Behold the warships of Troy! Color-curve-altered spaceships with the Trojan condom logo on them.
I spent the whole day yesterday trying to debug a section of programming that absolutely should be working. Everything was going along smoothly till I tried to make mercenary ships add to your crew roster. For some unknown reason, the UVAR codes (user variables) in these quests aren't talking with each other, and/or the haveshiprace CONDITION isn't triggering, so the crew count isn't incrementing. I tried to pinpoint the cause, and then 6 hours vanished in the blink of a debugging eye.

Tuesday, October 30, 2007

Crew Snapshot


Progress on my Weirdyssey mod for Weird Worlds has been slow. Partly, that's due to some debugging issues, and partly it's because I've returned to Oilpainting, which eats a lot of time.



To spur myself on, I thought I'd put a minor preview item here. For your viewing pleasure, here's the crew of the Weirdyssey...

Tuesday, October 16, 2007

Teeming With Life v1.2

Today I released a new version of Teeming With Life, a mod for Weird Worlds: Return to Infinite Space.


Teeming with Life is a mod that adds several new alien lifeforms, mostly nonsentient, to the game. It also develops existing lifeforms (from the main game) in new directions. Various non-sentient lifeforms such as the Fuzzy Lummox, the Piranha Bee, and the Megamoeba get new spins and become integral to new quests. We also get to see a new caste of Muktian society.

I had two goals when designing Teeming With Life. The first goal to increase the impact and importance of lifeforms in the game. Many of the lifeforms in the game start out new and exciting the first couple times you play, but become just "cheap stuff that doesn't do anything" after your 20th game. This mod adds new uses to various lifeforms to spice that up a bit. You never know what can happen if you keep that dreamsnake in your cargo hold.

The other goal was to make a mod that has great replayability. You shouldn't feel that you've seen all there is to a mod after two or three games. One thing I did to ensure that was to add multiple versions of nearly every new Quest I introduced in the mod. Certain lifeforms can be incredibly helpful in one game, and downright dangerous the next. I even added new versions of one or two quests from the main game to breathe new life into them. This is a mod you'll want to play again and again.

You can download Teeming With Life v1.2 at the Shrapnel forums. To do so, click on the link in the previous sentence, then click on the attachment link on the first post of the forum thread it takes you to. And, of course, you'll need a copy of Weird Worlds: Return to Infinite Space to play it.