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Thread: A Clockwork Project

  1. #1801
    Colony Founder Clockwork Orange's Avatar
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    Update (12/21/17)

    +Loot
    -Reduced drop chance of honey
    -Increased drop chance of schematic pages

  2. #1802
    Colony Founder Clockwork Orange's Avatar
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    Update (12/21/17)

    +Progression
    -Added Repair time decrease to The Fixer Perk allowing for faster repairing of weapons and tools
    -Changed Player level experience required per level multiplier from 1 to 1.002 for eg. going from lvl 1 to lvl 2 will require 10,500 exp as usual and going from 199 to 200 will require roughly 15,626 exp (Will take slightly longer to reach max player level this change was made to compensate for gaining direct player level exp from all skills after they reach 100)

  3. #1803
    Colony Founder Clockwork Orange's Avatar
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    Update (1/2/18)

    +Recipes
    -Increased output for scrap plastic, scrap brass, scrap lead, nitrate powder, and coal from omnigel to match the rest of the resources
    -Added omnigel can now be crafted from rotting flesh

  4. #1804
    Colony Founder Clockwork Orange's Avatar
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    Update (1/24/18)

    Updated to latest unofficial xml fixes

    +Blocks
    -FIxed texture for <block id="228" name="rWoodCNRInside"><property name="Texture" value="379,379,379,379,379,379"/> to match the rest of the reinforced wood blocks

  5. #1805
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    About winter in your MOD, is it extensive? lasts a long time, it would be cool a winter that lasts months in the game thus killing the plantations and causing you to stock up on food!

  6. #1806
    Colony Founder Clockwork Orange's Avatar
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    Quote Originally Posted by skolano View Post
    About winter in your MOD, is it extensive? lasts a long time, it would be cool a winter that lasts months in the game thus killing the plantations and causing you to stock up on food!
    There is currently no way to add proper seasons due to how weather is hard coded. My mod simply allows the snow biome to spawn like every other biomes without height restriction like in vanilla. It would be a good idea to allow for temperatures to affect crops but that is currently not possible.

  7. #1807
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    I am in doubt as to which of these 3 MODS start a game, can someone tell me the difference between them and which one is the best, the most insane possible !! : D

    1 Clockwork Project

    2 Unofficial XML Fixes

    3 Clockwork Project CompoPack!

  8. #1808
    Colony Founder Clockwork Orange's Avatar
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    Quote Originally Posted by skolano View Post
    I am in doubt as to which of these 3 MODS start a game, can someone tell me the difference between them and which one is the best, the most insane possible !! : D

    1 Clockwork Project

    2 Unofficial XML Fixes

    3 Clockwork Project CompoPack!
    1 Clockwork Project is the hardest

    2 Unofficial XML Fixes are just a few simple fixes to the base game and are nothing to worry about

    3 Clockwork Project CompoPack is a bit easier with the compo pack due to having some prefabs that allow for easier advancement with a pre-built workbench for eg. also the custom prefabs have some block issues where some blocks are made of an odd material and painted to look like something else like wood blocks painted to look like metal for eg.

  9. #1809
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    Quote Originally Posted by Clockwork Orange View Post
    1 Clockwork Project is the hardest

    2 Unofficial XML Fixes are just a few simple fixes to the base game and are nothing to worry about

    3 Clockwork Project CompoPack is a bit easier with the compo pack due to having some prefabs that allow for easier advancement with a pre-built workbench for eg. also the custom prefabs have some block issues where some blocks are made of an odd material and painted to look like something else like wood blocks painted to look like metal for eg.


    So I'm going to play this one, Clockwork Project is the hardest, actually I was already playing on it, I went to test the Clockwork Project CompoPack and realized it really is a little easier !!!

  10. #1810
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    Help me, now not my server, when I go and the zombies will disappear, when I get some distance from + - 10 to 15 blocks they will quench what can it be?

  11. #1811
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    Have some configuration to change the option to repair the Wood Spikes, why can not be repaired here, plz!


    <material id="MtrapSpikes1">
    <property name="damage_category" value="wood" />
    <property name="surface_category" value="wood" />
    <property name="forge_category" value="wood" />
    <property name="Hardness" type="float" value="1" />
    <property name="stepsound" value="wood" />
    <property name="stability_glue" value="0" />
    <property name="Mass" type="int" value="1" />
    <property name="MaxDamage" value="50" />
    <property name="movement_factor" value="0.6" />
    <property name="Experience" value="0"/>
    </material>

    Here I can put to repair and also catch the zombies in the spike? in real life if some zombie hits a spike the right one is he will brake till it breaks??


    If I modify something in the server xml do I have to send it to the client folder as well??



    After I've edited this code in spawn.xml, when I die the zombies stop attacking me, they think I'm still a corpse and do not attack me. I restored the file as before and will test ...

    <entityspawner name="NightHorde" dynamic="true" wrapMode="clamp"> <!-- these are feral hordes who will find the player for sure -->

    <day value="1,6">
    <property name="ResetToday" value="true" />
    <property name="EntityGroupName" value="ZombiesNight" />
    <property name="DelayBetweenSpawns" value="1" />
    <property name="TotalAlive" value="10" />
    <property name="TotalPerWave" value="10,20" />
    </day>


    Last edited by skolano; 02-04-2018 at 04:31 PM.

  12. #1812
    Colony Founder Clockwork Orange's Avatar
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    Stick Spikes are not allowed to be repaired in my mod, do not make changes to my mod and it will work as intended.

  13. #1813
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    Quote Originally Posted by Clockwork Orange View Post
    Stick Spikes are not allowed to be repaired in my mod, do not make changes to my mod and it will work as intended.
    OK thank you!

  14. #1814
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    Good morning, I have problems to plant in your MOD, there is some order of way to run, I put the Earth, then I used the Garden and says that it is not possible to plant ...


    I have a question, in the game have some way to guard the rainwater, some block?

    Last edited by skolano; 02-05-2018 at 08:15 AM.

  15. #1815
    Colony Founder Clockwork Orange's Avatar
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    Quote Originally Posted by skolano View Post
    Good morning, I have problems to plant in your MOD, there is some order of way to run, I put the Earth, then I used the Garden and says that it is not possible to plant ...


    I have a question, in the game have some way to guard the rainwater, some block?
    You have to till the ground with a hoe before you can plant crops, and I am not sure I understand what you mean by guard the rainwater?

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