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Claymore

Claymore's Modlets

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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/c57m31cv4amfqmd/Claymore_Farmplot_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/sjw27dpf0xwvvin/Claymore_Localization_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/io984h4il0ts56t/Claymore_Sticky_Arrows_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/63hcaggmgkr19zy/Claymore_Craftable_ScrapPolymers.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.

1.2.1: Update for post 18.3 versions: Localizationfix

1.3.0: Missed the repair material. Fixed.

 

https://www.mediafire.com/file/vnvwemtknjyyscr/Claymore_Working_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/pnpqjkd53802976/Claymore_Return_of_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/8i14i1wl0zhln1v/Claymore_Snowberry_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+

Changes:

 

1.1.0: Player Vending Machines got no full reset after one day. Fixed.

 

http://www.mediafire.com/file/670qz6akmwungmv/Claymore_Selling_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/ph99wdh06mwfl1t/Claymore_Modslots_Equals_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/g0ccgogt6uzc0a5/Claymore_More_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/jsvqacoigc8znct/Claymore_HP_X_5_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/9ayqx66qj9kvg98/Claymore_Hayblocks_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

1.2.0 Recipe didn't unlock the mod. Fixed.

 

https://www.mediafire.com/file/1dbntn7qb74dj1c/Claymore_Elemental_Bullets.zip/file

Edited by Claymore
ADDED: ELEMENTAL BULLETS (see edit history)
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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+

Changes:

 

2.0.0: The Pimps again changed something, so the regular method of using the masterblock isn't working anymore. Workaround: Append the upgrade to each block itself.

2.0.1: Removed "progression.xml", since it's a leftover from my snowberryseeds mod. No need to redownload, because it simply has no function :)

 

https://www.mediafire.com/file/7ql8l...el_Returns.zip

 

6K STACK SIZES & 30K 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+

Changes:

 

• Added 30K STACK SIZES

 

6K STACK SIZES:

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

 

30K STACK SIZES:

https://www.mediafire.com/file/rmray...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 XP balancing mod installed. This mod will help you a bit: Reach level 6 and now gain 10% more XP until you reach level 10 (Up to 50% more XP).

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+

Changes:

 

1.0.1: Removed some leftovers from the localization before the mod got split up to separate mods.

 

https://www.mediafire.com/file/0v8pd...cky_Looter.zip

 

SPAWNING TWEAKED:

Description: This is my tweaked spawning, I use more or less since A16. I was too lazy to make it a XPATH mod, but now decided, to finally get it done. Not too hard, because it's simply a remove and append.

To the mod itself: Wasteland is now harder and if you're not prepared, at least the night in the cities probably give you headaches to survive. Also made it a bit more realistic. For example: At the day, animals and zombies can die, because it's too hot. Same for snow, but here in the night, because it's too cold. Overall it's harder and more zombies than the vanilla will spawn. But also more animals, so food won't be that of a problem.

Compatibility: A17+

 

https://www.mediafire.com/file/eh2x8...ng_Tweaked.zip

 

LEGCRAWLERS ARE BACK:

Description: Remember the good old times, when you shot a zombie in the leg, it could make them to a crawler? This is now back - same values like before: With a 17.5% chance, you can dismember the leg of a zombie, and make them crawl. Yes: Also working for demolitioner zombies. But not working for all (I really wanted to have it to work on all, but not way): Wights and cops still are not able to get their limbs dismembered (except the head).

Compatibility: A18+

Changes:

 

1.0.1: Script didn't apply. Why? Reasons. Fixed.

 

https://www.mediafire.com/file/xialh...s_Are_Back.zip

 

DOUBLE BOLT MOD:

Description: Enables you to insert and fire two bolts of your choice, if you have this mod attached to your crossbow. As usual, you can find the mod (rare drop), as well as find the schematic to craft it. Not obtainable by a trader or a skill. The recipe itself is expensive, because it will make you perform double damage - and even lets you fire two exploding or flaming arrows too.

P.S.: There is a mod, simply extending the magazine size. This was too OP for me, so I decided to do my own variant.

Compatibility: A18+

 

https://www.mediafire.com/file/gkxcl...e_Bolt_Mod.zip

 

NO DEMOLITIONERS:

Description: Removes the demolitioner zombies from the game. Once and for all. A quick mod, done for Killerlady12, because the community is really annoyed of this entity. Understandable. So: Removed.

Compatibility: A18+

 

https://www.mediafire.com/file/tvt24...olitioners.zip

 

RESOURCEFUL TOP TERRAIN:

Description: Adds a tiny chance to harvest rotting flesh and bones, if you dig dirt, snow, sand, etc. ("soft" terrain).

I'm no grinder. I know, there are enough corpses on the streets to harvest. Even vultures and zombie dogs are giving some rotting flesh and bones. But my thought was: It's an apocalypse. 7 billion humans and at least the same amount of animals died long time ago. So we should find some leftovers of them, if we're digging around.

Compatibility: A18+

Changes:

 

1.0.1: Lowered the amount of resources. Was a bit too OP.

 

https://www.mediafire.com/file/s91yh...op_Terrain.zip

 

SPAWNING TWEAKED: BRUTAL

Description: Some said, 7 Days is easier nowadays. I agree, but this mod is something to consider done in plain insanity. I appended an own group of zombies, including everything hard to kill you. Even Grace is now spawning naturally (again).

• The Pine Forest and Desert will make you to bury yourself in the night. Nice green colors.. everywhere!

• Wasteland is now a place, you shouldn't go to - even properly equipped, you might have a bad time. No matter of time.

• Zombies hate too high and low temperatures. The only places with "normal" zombies are the Burnt Forest and Snow. But you have to deal with the temperature.

If you plan to stream it: I'd be glad to hear from you :)

Compatibility: A18+

 

https://www.mediafire.com/file/x0m24...ked_Brutal.zip

 

SACK COAL

Description: Building big is fancy, but also a pain in the back. Reason: Calculating burntimes - especially for the forge. To make it short:

• Added 3 types of coal sacks: 10, 30 & 60 minute burntime.

• Craftable in the workbench. Coal needed: 10, 30 & 60. I know: Simple math is simple.

• Raised the general burntime of one coal to 60 seconds to make it finally better than wood, and give it a well known use - even for a single piece. This makes it 3 times better than one wood.

Compatibility: A18+

Changes:

 

1.0.1: Small typo prevented to get the alternation of one piece of coal not applied. Fixed.

 

https://www.mediafire.com/file/uyy7c..._Sack_Coal.zip

 

SPILL FULL JARS

Description: Ever wondered, why you can't spill full jars? Now you can. Simply scrap the full jar to an empty jar. The only downside: Jars are not scrap- or smeltable anymore. But honestly: Did anyone do this for real - not counting accidentally scrapping them? I never did. So here we go.

Compatibility: A18+

 

https://www.mediafire.com/file/1uhvq..._Full_Jars.zip

Edited by Claymore
Update: STAINLESS STEEL RETURNS: Removed leftover XML (see edit history)

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CRAFTABLE DYES

Description: The mechanic of finding dye is neat. But why not craft them by yourself? I added the dyes to craft in a chemistry station. 20 paint and one glass jar equals one dye. I also made them instantly visible, so you don't have to input "dye" into the searchfield. Not gated this time, because you can find dye pretty easily - mostly just not your prefered color(s).

Compatibility: A18+

 

https://www.mediafire.com/file/ixb27n466tkuaf4/Claymore_Craftable_Dyes.zip

Edited by Claymore
ADDED: CRAFTABLE DYES (see edit history)

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

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

 

Playermade recipes can use Snowberries. *hinthint

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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?

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@renejant: Make sure, you use the latest WinRAR or 7Zip for it. They're RAR5 archives :)

Just checked: Extracts fine.

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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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@belfegor: Done. I scrapped it, before I found out, that the max. value for a working cycle is 360 minutes and this was the reason, messing it up. I was wrong and so I've added this feature again - see description :).

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It should fit, if only the server has the mod, yes. Tested it on my server and other players are seeing them too.

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