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Thread: Claymore's Modlets

  1. #1
    Survivor Claymore's Avatar
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    Claymore's Modlets

    Just some tiny fixes for things, I'm not so happy about the final outcome or current state

    FARMPLOT CHANCE:
    Description: In A18 b149, POI farmplots became useless to harvest. I mean: 4 nitrate and some clay? That's not right. For me, you should still have a tiny chance to gather a plot. With this modlet, you have a chance of 35% to successfully harvest an usable farmplot.
    Maybe I'll look into it to pair it with skills and so have a better chance to get one - but I'll see. Currently I'm fine in this state.
    Compatibility: A18 b149+

    https://www.mediafire.com/file/c57m3...lot_Chance.zip

    LOCALIZATION FIXES:
    Description: The advanced RWG generator still isn't translated to any language. Just the placeholders. Not that important, but an annoyance for me. Fixed with this modlet. English only!
    Compatibility: A17+ to A18.1 (b2) Reason: TFP fixed this issue in A18.1 (b4)

    https://www.mediafire.com/file/sjw27...tion_Fixes.rar

    100% STICKY ARROWS AND BOLTS:
    Description: Arrows and bolts shall not break and are sturdy enough. We leave many arrows in the world and won't collect them, because we can't find them anymore. So it's just reasonable to collect at least the few we see and from the zombies and animals. That said: Why not also make the fire variants sticky too? They really give a good temporary light source nowadays. Try it .
    P.S.: No, explosives are not sticky, since they explode on contact .
    Compatibility: A18+
    Changes: Forgot to add iron and steel variants.

    https://www.mediafire.com/file/io984...Bolts.zip/file

    CRAFTABLE SCRAP POLYMERS:
    Description: The new A18 (b152) now requires 2 scrap polymers to craft steel arrows and bolts (replacement for wood and feathers). Feathers are rare enough, but scrap polymer is worse to harvest. Sure: It should be balanced, so I chose to go the way of real life chemistry (almost :P): 50 gas cans equals 1 scrap polymer in the chemistry station.
    Compatibility: A17+
    Changes: Former recipe was too cheap. Now requires 50 gas cans per 1 scrap polymer.

    https://www.mediafire.com/file/63hca...apPolymers.zip

    WORKING JAILDOORS & POWERED JAILDOORS:
    Description: I remembered, that jaildoors once worked. Thought, A17, but no: A16 was the last time, they worked. So I ported the original recipe over to A18. Same recipe, same harvest loot, same everything.
    One exception: To make them 100% work again, I had to remove the multiblockdim. But doesn't really matter, since it simply works great. And I currently added powered jaildoors too: Simply add 2 electrical components and craft the powered variants... if you have unlocked it like all powered doors need to .
    See screenshots for examples.
    Compatibility: A18+
    Screenshots: https://imgur.com/a/jSnRFvD
    Changes:

    1.0.1: Collision: Bullets don't collide anymore with the jaildoor.
    1.0.2: Added: Powered Jaildoors. Gated like other powered doors.
    1.0.3: Added: Secondary recipe for Powered Jaildoors: If you already have normal jaildoors crafted, simply add 2 electrical components to it in the workbench.
    1.0.4: XPATH correction: Somehow worked, but missed an important thing.
    1.1.0: Major bugfix: Powered ones could be crafted without unlocking them via perks or recipe.
    1.2.0: Major bugfix: Unlocking via schematic didn't work properly.

    https://www.mediafire.com/file/vnvwe..._Jaildoors.zip

    RETURN OF RESOURCES:
    Description: A18 is unforgiving. Mining doesn't really make fun anymore, especially because veins are rare to find without the corresponding resourceblocks above. I decided to simply port over the harvests from A17 to 18. So resource stones are giving iron, potassium, lead, coal and stone, and terrestrial stone is also giving some iron. Like I said: Same like A17.
    Compatibility: A18+

    https://www.mediafire.com/file/pnpqj..._Resources.zip

    SNOWBERRY SEEDS:
    Description: Dunno why those plants are the only ones, not able to get seeds from to grow them by yourself. It's gated, of course: Living of the Land 3 or the schematic is needed to make seeds out of 5 snowberries.
    Fully working with A18 methods: If grown and harvested, they go back to state one (seed) and kept being seeded. Note: Only works with snowberry plants, grown by yourself through the seeds!
    Compatibility: A18+
    Changes:

    1.1.0: Added own schematic and lowered the requirement of Living of the Land to 3 (Same as blueberries).
    1.1.1: Fixed missing translation of the schematic.

    https://www.mediafire.com/file/8i14i...erry_Seeds.zip

    SELLING MACHINES:
    Description: Player Vending Machines never were useful. At least, not for me. If we play: We play together. So I thought: Why no simple change to sell items at home? Player Vending Machines are now Selling Machines only. They'll reset each day and have the same rules (better barter & selling) like if you sell something to a real trader. Sure: You still have to buy the machines from a trader. But I think, they're now worth buying - just for the convenience.
    Compatibility: A18+

    https://www.mediafire.com/file/o7uea...g_Machines.zip

    MODSLOTS EQUALS ITEMLEVEL:
    Description: This was probably done by another modder too. Can't remember. Anyways: If I find a rare tool/weapon, I expect it to be better. In my case: Better in at least modslots. @Pimps: Are you kidding me to only get 4 slots now for a level 6 tool/weapon?! Seriously? You took away the ability to craft lvl6 things. Fine. No problem. Limiting the max. amount of mods? Even for top tier things? Ahm... no. Level 6 thing = 6 modslots. Level 5 thing: 5 slots, and so on.
    Compatibility: A18+

    https://www.mediafire.com/file/ph99w..._Itemlevel.zip

    MORE OPTIONS:
    Description: This was done, because I was bored and thought, what I probably miss. This time:
    Options, if you continue or join an existing local game.

    BASIC:
    24 HOUR CYCLE: Up to 6 hours realtime
    DAILIGHT LENGTH: From zero to 24 hours. 0 = Everlasting night. 24 = Everlasting day.
    XP MULTIPLIER: Up to 10000%

    ADVANCED:
    PLAYER BLOCK DAMAGE: Up to 10000%
    AI BLOCK DAMAGE: Up to 10000%
    AI BLOOD MOON BLOCK DAMAGE: Up to 10000%
    LOOT ABUNDANCE: Up to 10000%
    BLOOD MOON COUNT: Up to 128 Zombies (Don't try that with a potato PC!)
    AIR DROPS: Up to 30 days

    MULTIPLAYER:
    PARTY SHARED KILL RANGE: Added 4096 and 8192 meters. Why? Because if you're in a party, why not share it over the whole map?
    Compatibility: A18+
    Changes:

    1.0.1: Added DAILIGHT LENGTH

    https://www.mediafire.com/file/g0ccg...re_Options.zip

    HP X 5 EQUALS XP:
    Description: Rework of all entities (Except traders) you're gaining XP from. 5 times the HP of the entity = XP.
    It was really sad, that, if you managed to kill a really bad guy, you're gaining like nothing.
    Compatibility: A18+
    Changes:

    1.0.1: Missed zombieFemaleFat and zombieArlene

    https://www.mediafire.com/file/jsvqa..._Equals_XP.zip

    HAYBLOCKS NO DAMAGE:
    Description: Simple fix for something, I loved. Remember, falling on Haybaleblocks did no damage - whatever height you're falling on? This was damn nice to have, because you dug down, placed a haybaleblock and done. Jumping 50 blocks in one second to the mine. And just to be honest: I'm not too happy you fixed the hatch elevator. There was no need to. Fix the other damn things, then we may talk. Stopping here - I'll get in grumpy cat mode.
    I know, this was already done in A17. But there was no need for compensation. Now there is.
    Compatibility: A17+

    https://www.mediafire.com/file/9ayqx..._No_Damage.zip

    ELEMENTAL BULLETS:
    Description: Adds two mods for guns, shotguns and revolver. One releases the hell on earth on an enemy (fire), the other stuns and gives electrical damage. Both mods can't be uses together, since they're OP by themselves. And because of that: You can't buy the schematics: You have to find them. They're as rare as the radremover.
    And even if you find the schematics: The recipes are hard too. So you're required to know how to craft electrical fence posts and forges. Both sounds harmless? You're required to have - and just as one component - either 10 electrical fence posts (for the shocking mod), or 10 forges (for the burning mod).
    I'm not unfair: You have a tiny chance to find the mods. But they're rare. Good luck!
    P.S.: I won't make them work for bows, crossbows or rocket launchers. Don't ask. Thanks .
    Compatibility: A18+
    Changes:

    1.1.0 Forgot to add the burning shematic to the lootlist. Sorry.
    1.1.1 Bugfix
    1.1.2 Localization fix

    https://www.mediafire.com/file/1dbnt...llets.zip/file
    Last edited by Claymore; 2 Weeks Ago at 06:46 PM. Reason: ADDED: ELEMENTAL BULLETS

  2. #2
    Ranger Necrodemus's Avatar
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    Thanks.

  3. #3
    Survivor Claymore's Avatar
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    Max. amount of text reached. I'll continue here:

    STAINLESS STEEL RETURNS:
    Description: Brings back the stainless steel polish to the game. Fully ported to A18:
    • You have to learn the schematic or the perk Yeah Science! level 4.
    • The schematics are a rare find. Either from high level zombies or bookshelves.
    • Polished steel blocks now have a high explosion resistance. Reason: Demolition zombie.
    • Nothing changed, how many polish you need to upgrade from steel blocks: Same as A16.
    • Polish can be found in various loot containers: Not that often, but fitting amounts. Also it can be bought by traders, like we had in the past. Just the polish - not the recipe!
    • Fully translated back, like it was in A16.
    • To upgrade, you need to use either a clawhammer or nailgun. Stoneaxes won't work
    Have fun!
    Compatibility: A18+

    https://www.mediafire.com/file/nbcqe...el_Returns.zip

    6K STACK SIZES:
    Description: Since balancing is hard to do and explain, like: Why can we carry thousands of stones, but not thousand pieces of ammo? Just an example. Simple mod: All stackable items and blocks are now at max. stacksize 6000. Yes: Even coins and things, probably stacking >6000. I won't separate here, because items have no weight. Yes: We can "compress" things, if we level it. I don't care. Probably not needed anymore, if the Pimps will finally implement the weight per block/item system, we see in the XML and waiting for since... ahm... years? Maybe in A19, where those things are priorized. JK. New skins. Yay!
    A tiny note: Thanks @knoerfel for listening to me, even if not understanding what I'm talking about
    Compatibility: A18+

    https://www.mediafire.com/file/jectu...tack_Sizes.zip

    BETTER ATTRIBUTES: INTELLECT
    Description: Experience gain balancing is hard. In late game, it can really get tedious to farm XP - even if you have my former mod installed. This mod will help you a bit: Reach level 6 and now gain 10% more XP until you reach level 10.
    Compatibility: A18+

    https://www.mediafire.com/file/c17i9..._Intellect.zip

    BETTER ATTRIBUTES: FORTITUDE
    Description: Leveling max. health is back. Percent based leveling. Gain up to 100% more health with leveling fortitude. Example: If you reached the cap from 200HP and fully level fortitude, you'll have 400HP.
    Compatibility: A18+

    https://www.mediafire.com/file/50hxn..._Fortitude.zip

    BETTER ATTRIBUTES: AGILITY
    Description: Same as BETTER ATTRIBUITES: FORTITUDE - just this time for stamina. But with some nice additions too: Crouch, walk and run up to 50% faster, leveling this attribute!
    Compatibility: A18+

    https://www.mediafire.com/file/wh4ji...es_Agility.zip

    BETTER PERKS: LUCKY LOOTER
    Description: I have to admit: I really wanted to make it a BETTER ATTRIBUTES mod, but then decided, it won't fit. This mod will grant you up to 100% granted drops and up to 5 times any stackable loot. Sounds OP, but is it? Think of doing hordes in A16 and the rewards you got. You went to the corpses, pressed E and got at least the resources back you depleted for. A17 and A18 made hordes worse. Why do hordes? Farming 7 days, just to survive the next horde? What about doing quests? What about dungeons? What about to simply enjoy the awesome new RWG (no comparison to NitroGen, but anyways)? What about a bit of chilling? I try to bring you back this feeling with this mod. I hope, you enjoy!
    P.S.: I play at Insane with 64 bloodmoon zombies, 2 hour day, no loot respawn, no airdrops. Just, if you would have asked
    Compatibility: A18+

    https://www.mediafire.com/file/xlc53...cky_Looter.zip
    Last edited by Claymore; 3 Hours Ago at 08:59 PM. Reason: ADDED: New Mods ;-)

  4. #4
    Survivor Claymore's Avatar
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    Added: WORKING JAILDOORS

  5. #5
    Survivor Claymore's Avatar
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    Added: RETURN OF RESOURCES

  6. #6
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    thx for the return of resources....in alpha 18 its pain in the bals for me the new mining sistem)

  7. #7
    Survivor Claymore's Avatar
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    Added: SNOWBERRY SEEDS

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    Snowberries are no longer used for anything, you kinda wasted your time making that one

  9. #9
    Reconstructionist Puschpa's Avatar
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    Quote Originally Posted by Blazha View Post
    Snowberries are no longer used for anything, you kinda wasted your time making that one
    Playermade recipes can use Snowberries. *hinthint

  10. #10
    Survivor Claymore's Avatar
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    Added: SELLING MACHINES
    @Puschpa: Thanks. That was the reason, I made it for .

  11. #11
    Tracker renejant's Avatar
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    @claymore, i just tried to download your arrows, but everytime your .rar file returns corrupted/empty after i've downloaded it...

    can you take a look into this?

  12. #12
    Survivor Claymore's Avatar
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    @renejant: Make sure, you use the latest WinRAR or 7Zip for it. They're RAR5 archives
    Just checked: Extracts fine.

  13. #13
    Tracker renejant's Avatar
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    ok thanks for checking...

  14. #14
    Survivor Claymore's Avatar
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    Added: MODSLOTS EQUALS ITEMLEVEL

  15. #15
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    Tried to download the Claymore_Sticky_Arrows_Bolt.rar but my win zip & rar do not recognize your file. Suggestions?

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