How To Make Your Own Mods
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In this section I teach you some basic knowledge you should have, if you want to learn how to build a Box Mod.
How to create a skin mod: 1. Think about what mod you want to make. It’s important to know what kind of mod you want to make and what it’s going to do. Now we need to determine what files we need to change to make the mod. All files are stored in.swf containers. The containers have appropriate names for what’s inside them. Make Your Own Mod Podge: Watered down school glue DOES NOT MAKE Mod-Podge. Real Mod-Podge can be used as a sealer (instead of varnish) on 'forever' projects this stuff can't as you cannot wipe over with a damp cloth at a future time as it woulkd turn back to glue. Welcome to Create, a mod offering a variety of tools and blocks for Building, Decoration and Aesthetic Automation. The added elements of tech are designed to leave as many design choices to the player as possible, where item processing doesn't happen inside a single block with funny textures, it requires a set of actors working together in many possible arrangements. Look at and download other mods people (and you) made. Powered by Create your own unique website with customizable templates. UPDATED Create a Minecraft Mod: WARNING!MCreator is aimed at beginners and the mods it creates are not recognized at large as 'real Minecraft mods'. Consider learning Java and using the Forge modding platform to create your mod. This tutorial was created for an outdated version of.
An electric cigarette is made of two main parts. You have the atomizer which is needed to create the vapor and you have the mod which contains the battery as well as the electronics (depending on the type of mod).
The Atomizer usually consists of a coil stuffed with cotton. The cotton is soaked with liquid. Once voltage is applied to the coil, it heats up and vaporizes the liquid in order to create the vape. You can either buy prebuild coils or buy just the wire and make your own coils. On this page though we are going to focus on the other half of the electric cigarette, the mod.
The mod houses the battery and according to the type of the mod sometimes even some electronics. The first step before you can start building your own mod would be to ask yourself what kind of mod you want to build. You can split it up into the following categories.
Regulated Mods
They contain a chip with some safety features and furthermore they let you adjust the power by pressing a button or turning a knob. Often they also have a screen to display the power, battery life and more. There are different kinds of chips, but in most cases you do not have to worry too much about that, since they do all the control on the chip. Some Chips work with just one battery, while others (especially ones that can output a high power) need a higher voltage and therefor you need to use multiple batteries in series to increase the voltage (more about this topic down below)
Unreglulated Mods
Mechanical mods
The circuit in such a mod is closed all mechanically, for example with copper plates that touch each other. Apnealink air software v10 2 download. They usually are shaped like a tube (tube mod) or like a box (box mod). The power output of your electric cigarette is determined by the voltage of the battery (usually 4.2V when fully charged) and the resistance of your coil (the lower the resistance, the higher the current and therefore more power). See below for more information how to calculate the power of your e-cigarette. Super smash flash 2 0 8 download.
Semi-Mechanical mods
They are similar to mechanical mods in terms of the fact that the power is determined by the resistance of the coil. But in contrast they do not use copper contacts or similar, you can use pretty much any switch you want. Unfortunately most switches can’t handle the high current the batteries can provide, therefor you need a MOSFET which basically is a Transistor, which again is similar to a relay. If you are not familiar with the functionality of either of this components, all of them use a weak signal to control higher current or voltage. Simplified: you use a weak, harmless signal to switch a higher voltage or current. Additionally you can also add a switch in series to the button to completely turn off the mod. The schematics for a semi-mechanical mod can be found at the end of this page.
What kind of mod do you want to build? If you want to adjust the power with a chip, you have to build a regulated mod. Otherwise it is up to you whether you build a mechanical or semi-mechanical mod. If you use a Semi-Mechanical or purely mechanical mod, you need to make sure that the battery voltage does not drop below 3V (better 3.5V). Since there is no battery protection in such a mod, you could discharge the battery all the way down, which can destroy the battery. Once the battery voltage drops, you will notice a decrease in power. After some time you should be able to tell when the battery is empty and you need to recharge it.
The most common sized batteries are 18650s (18mm wide and 65mm high). There are also smaller (18350) and bigger (20700, 21700, 26650 etc.) sizes available, but they are not as common.
How To Make Your Own Mods For Ravenfield
How much power do you need? If 75W or a bit more is enough for you, you are fine by using just one high drain 18650 battery (e.g. Sony VTC5—- link amazon). If you need even more power, you should either use a bigger form factor (20700, 21700 or 26650) or use multiple batteries. More about using multiple batteries in the next section.
In addition to these cylindrical shaped, removable batteries, there are also LiPo-Batteries available which can handle even more power, but are a bit more difficult and dangerous to handle and therefor I would not recommend them to a beginner.
If you decide to use more than one battery, you have multiple options to wire them:
- In Parallel: In this case the battery voltage stays the same, but the load splits to both batteries, which allows you to use a coil with lower resistance and therefor have
- In Series: In this case the voltage of both batteries together doubles. By doubling the voltage, the output power will quadruple if you use the same resistance of the coil.
To calculate the power we need some basic knowledge about physics, but don’t be afraid, these formulas are not that complex. If you do now want to do the math yourself, there is also a calculator at the end of this page, but I would recommend to at least read the section about how all these units go together.
U (Voltage)
R (Resistance)
I (Current)
Insaniquarium deluxe 2 full crack. P (Power)
U = R * I -> I = U/R -> R = U/I
These formula are important to find out how high the current will be. You have to make sure this is within the limits of your battery (e.g. 30A for the Sony VTC5)
A fully charged battery has a voltage of 4.2V. If your battery allows a maximum current of 30A we come to following conclusion: R = 4.2V/30A = 0.14Ω
The lowest resistance your coil should be, to be safe in this case is 0.14Ω
Now the next formula we will need: P = U * I -> P = U/R²
A resistance of 0.14Ω with a fully charged battery at 4.2V results in a (theoretical) power of 4.2V / (0.14Ω)²= 126W. (In reality it will be lower, since the voltage sags under loader)
If you use two batteries in parallel you will still have the same power, but you could use an even lower resistance to achieve a higher output power.
If you would use the same coil with 0.14Ω but double the voltage to 8.4V by connecting two batteries in series, the output power would quadruple!
P = 8.4V / (0.14Ω)²
This would be 504W! The battery would not be able to output such a high power and this would not be safe at all. So make sure to use a much higher resistance when you use batteries in series.
To make the calculation a bit easier you can also use this calculator to do the math for you:
Ohm’s Law Calculator |
You made it all the way down here on this page? Seems like you are really interested in making your own mod. Check out my free build plans to get some inspiration, how your first mod could look like:
Steam Workshop and How to Make Mods
Steam Workshop
The Rome II Steam Workshop is a directory of user created modifications for the game that can alter many different areas of the game, from simple balance mods to adding new units to changing the graphics in the game.
You can browse the Workshop for mods you would like to have in your game and subscribe to them. The tags can be used to filter for mods of different types, so if you just want to find mods that add new units, the Units tag is the one for you.
Mod Manager
Once you have subscribed to items in the Workshop, when you next load up the game you can see these mods by clicking on the Mod Manager button in the launcher.
This will show all the Workshop items you are subscribed to and the download progress of them. You can also choose which mods you want active via the checkboxes for each one. So you can subscribe to more mods than you want active at any one time and you can have them downloaded on your computer and ready to go whenever you want them to have an effect in-game.
You can also upload mods to Steam Workshop from the Mod Manager, but that will be covered later. First there is information on how to make a mod.
Creating a Mod
For now community made tools are required to create mods. There are already many great tools and tutorials out there, below is a list of them that will get you started.
- Warscape Modding Primer– A good beginners guide to modding Rome II.
- Pack File Manager – The main community tool, this can open pack files, create new ones and edit database tables
- Rome 2 Editor – A tool designed for dealing with large amounts of data in the database.
- How to create a mod pack in 5 easy steps with Pack File Manager – A great guide on how to create a mod pack, the crucial element of any Workshop mod.
- How to make a custom unit with Pack File Manager – Another useful tutorial this time focused on adding units.
- Tools, Tutorials and Resources – A list of all tools and tutorials for Rome II modding.
Uploading a Mod to Steam Workshop
Now you have made a mod, uploading it to Steam Workshop is a simple process.
Make sure your mod pack has a unique name so it will not conflict with other mods, and that it is located in your Rome II data folder along with an image for your mod. This should be a 256x256 png image with the same name as your mod pack. If you do not have this image you will get an error message on trying to upload.
Run the game and go to the Mod Manager. You should see a new entry there with the name of your mod pack along with an upload button. Clicking it will prompt you to select which tag you want for your mod. The tags are:
- Graphical
- UI
- Overhaul
- Battle
- Campaign
- Units
- Compliation
- Maps
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Pick the one that is most relevant.
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Once your mod has been uploaded you will be taken to the Steam Workshop page for it where you can edit its title, description and upload additional images/videos to help promote it. Save the details and it will be available for everyone who owns Rome II to subscribe to and use themselves in their games.