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A Clockwork Project


Clockwork Orange

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Well, I can only tell you what is happening on my end. I hit my planted mushrooms with a scythe and yes, they can be harvested but unlike corn, wheat, etc. it takes 200 hits to harvest the mushroom.

 

You were right about the bedroll quest and the cotton though. I should have paid attention. That's also why I doubled checked with the mushrooms and the above is the result.

 

I fixed the mushrooms, thanks for letting me know.

 

- - - Updated - - -

 

Update (4/27/16)

 

Both Versions!

 

+Blocks

 

Fixed changed mushroom material to plants instead of dirt

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Update (4/27/16)

 

Both Versions!

 

+Items

 

Fixed increased all shovels stamina cost to 6 from 4 and can no longer be used infinitely without stamina drain at max level athletics

 

+Blocks

 

Changed sand harvest amount to 15 crushed sand instead of 5

Changed sand destroy amount to 15 crushed sand instead of 5

Changed sand repair amount to 40 crushed sand from 10

Changed sandstone harvest amount to 10 crushed sand and 5 small rocks

Changed sandstone destroy amount to 10 crushed sand and 5 small rocks

Added sandstone can now be repaired with 40 crushed sand

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Update (4/29/16)

 

Both Versions!

 

Experimental Version:

 

Updated all files to latest experimental build

 

Stable Versions:

 

+Blocks

 

Adjusted some repair values to match the latest experimental build

Added bleeding buff to all spikes to match new experimental build

 

+Entityclasses

 

Fixed Zombie Bear AI Tasks

 

+Items

 

Changed Casino coin is now brass and stacks to 5000 to match latest experimental build

 

+Recipes

 

Changed recipes for store shelving blocks to match latest experimental build

+Localization -Quest

 

Fixed some localizations that were fixed in the latest experimental version

 

+Localization

 

Fixed some localizations that were fixed in the latest experimental version

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Thank you for the update. :)

I think there might be a problem with the composter. I just harvested one and wanted to refill it with 20 compost but I got the message that it needs repairing.

Also, where do you craft flaming arrows. I thought I had all the tables and benches...maybe I am missing one.

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Thank you for the update. :)

I think there might be a problem with the composter. I just harvested one and wanted to refill it with 20 compost but I got the message that it needs repairing.

Also, where do you craft flaming arrows. I thought I had all the tables and benches...maybe I am missing one.

 

Flaming arrow is crafted at the ammunition table, and if you damaged your composter and need to repair it it can be repaired with wood, my composters have been working fine without any issues but I also have not damaged them or had to repair them.

 

And you are welcome! :)

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Composter / Fertilizer issue

 

First off, the mod is awesome !!! Thank you!

 

Ever since this last mini update to the experimental release, I haven't been able to add compost to the composter or fertilizer to any crops, new and old. I receive the message Items need repair or is missing parts, or something like that, even though everything is fully repaired.

 

The only other change was I added a line to woodframemaster block

<drop event="Destroy" name="nail" count="1,3" prob="0.5" />

 

I haven't tried starting a new game, not sure if that's required.

 

Steam had auto updated installed the latest version and I installed your last update and overwrote and combined the files. Didn't help.

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First off, the mod is awesome !!! Thank you!

 

Ever since this last mini update to the experimental release, I haven't been able to add compost to the composter or fertilizer to any crops, new and old. I receive the message Items need repair or is missing parts, or something like that, even though everything is fully repaired.

 

The only other change was I added a line to woodframemaster block

<drop event="Destroy" name="nail" count="1,3" prob="0.5" />

 

I haven't tried starting a new game, not sure if that's required.

 

Steam had auto updated installed the latest version and I installed your last update and overwrote and combined the files. Didn't help.

 

Great to hear you like the mod, Thanks for the feedback!

 

Sorry guys I should have looked into this when Zemekis reported this. Its fixed now.

 

- - - Updated - - -

 

Update (4/29/16)

 

Experimental Version Only!

 

+Items

 

Fixed Fertilizer will now properly upgrade plants

Fixed Chicken Feed will now properly upgrade Chicken Coops

Fixed Compost will now properly upgrade Composters

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Hah, man I've to say but loving the recent changes, as I've been a bit busy in the last week and a bit more. However, still watching your LP, and can't wait to see your whole underground started, quite interested to see how will you decorate the place. ^^

Small suggestion regarding LP though: Can you maybe balance out the audio a bit? Basically, it's fine untill you insert music when doing timelapses, that timelapse music is a bit louder I would say compared to the rest of the video. Not really a big issue, but can be a bit of a pain when doing work and multitasking and watching your LP over headphones, that sudden loud music can make you jump really. x)

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Hah, man I've to say but loving the recent changes, as I've been a bit busy in the last week and a bit more. However, still watching your LP, and can't wait to see your whole underground started, quite interested to see how will you decorate the place. ^^

Small suggestion regarding LP though: Can you maybe balance out the audio a bit? Basically, it's fine untill you insert music when doing timelapses, that timelapse music is a bit louder I would say compared to the rest of the video. Not really a big issue, but can be a bit of a pain when doing work and multitasking and watching your LP over headphones, that sudden loud music can make you jump really. x)

 

Hey thanks for watching the series and the music in the videos is intentionally loud to make you jump lol it has caught me off guard once or twice myself but I will try to remember to lower the music a bit I guess if it has to be done lol :)

 

I have a bunch of videos already recorded so you might not see any changes for a while.

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Hey thanks for watching the series and the music in the videos is intentionally loud to make you jump lol it has caught me off guard once or twice myself but I will try to remember to lower the music a bit I guess if it has to be done lol :)

 

I have a bunch of videos already recorded so you might not see any changes for a while.

Yea, I figured so far, as your videos are a bit behind compared to your updates here, so no worries. ^^

Although, need to ask as I see you struggle a bit with bigger hordes in your LP lately, if you think that memory leak(or your nuke-to-the-floor framerate drop) is the issue, why increasing the size of the wandering horde? I mean, if it's the point for that horde to be harder, you could just make some special zombies and include them in those waves later on. Basically, less zombies but somewhat same difficulty. ^^

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Yea, I figured so far, as your videos are a bit behind compared to your updates here, so no worries. ^^

Although, need to ask as I see you struggle a bit with bigger hordes in your LP lately, if you think that memory leak(or your nuke-to-the-floor framerate drop) is the issue, why increasing the size of the wandering horde? I mean, if it's the point for that horde to be harder, you could just make some special zombies and include them in those waves later on. Basically, less zombies but somewhat same difficulty. ^^

 

The frame rate issue has to do with the spawning code I believe, you will see in one of my videos coming up that I logged off early and they spawned at around 19:00 and there was absolutely no lag for the 42 day horde compared to when they spawn at night. The large wandering hordes have zero impact and is a lot more to my way of a zombie game should be, lots of normal zombies and no weird specials zombies. Being overwhelmed by numbers is a lot better than being taken out by some stupid op attack or bullet sponge zed.

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The frame rate issue has to do with the spawning code I believe, you will see in one of my videos coming up that I logged off early and they spawned at around 19:00 and there was absolutely no lag for the 42 day horde compared to when they spawn at night. The large wandering hordes have zero impact and is a lot more to my way of a zombie game should be, lots of normal zombies and no weird specials zombies. Being overwhelmed by numbers is a lot better than being taken out by some stupid op attack or bullet sponge zed.

True, we have a similar taste in balance and how zombies should act/work together it seems, just wanted to place the question out here as, well, trust me when I say it, your viewers share the same pain when watching your episodes as you do whenever your framerate goes down like in a few episodes with 7days hordes. ^^

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True, we have a similar taste in balance and how zombies should act/work together it seems, just wanted to place the question out here as, well, trust me when I say it, your viewers share the same pain when watching your episodes as you do whenever your framerate goes down like in a few episodes with 7days hordes. ^^

 

I am hoping that after they rework the spawning code and add sleepers that the lag issue will be dealt with. But I at least know what is causing the lag now. Its not the number of zombies I can confirm that with 75+ wandering horde causing no issues but soon as a 7 day horde spawns at night they will cause it and they only have 45 zombies alive at once since I have max zombie spawns on. (normal zombie spawn size is 30)

 

If I want to stop the lag I can simply log off a half hour before the horde spawns and force them to spawn just before nightfall and before they start running and that should make sure I get no lag at all.

 

Idk if its the fact that the game tries to spawn them in too fast or if its because they are running when they initially spawn in or what but that is what is causing it.

 

My final goal is to make it so that there are no 7 day hordes but lots more roaming hoards that happen 2-3 times a day and are around 100 - 300 zombies big with no special zombies at all and just pure massive unpredictable overwhelming hordes to battle. That is the dream anyways.

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Hey Clockwork, how long does it take for corn to be fully grown with fertilizer? I know you said 3 days earlier in this thread but it seems to me that corn is on a different schedule. Could be my imagination as I wasn't sitting next to the fields and watch it grow but I think it took twice as long as the other stuff.

 

I am asking because I want to calculate how much corn for the composter, coops, and stews of course I will have to grow to maintain my insatiable crossbow shooting habits. :)

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Hey Clockwork, how long does it take for corn to be fully grown with fertilizer? I know you said 3 days earlier in this thread but it seems to me that corn is on a different schedule. Could be my imagination as I wasn't sitting next to the fields and watch it grow but I think it took twice as long as the other stuff.

 

I am asking because I want to calculate how much corn for the composter, coops, and stews of course I will have to grow to maintain my insatiable crossbow shooting habits. :)

 

I think it takes a bit longer but but not twice as long I dont think, you get twice as much yield per plant so it balances out.

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Bugs:

  • The mold pictures for RPG barrel and parts are switched.
  • There might be a bug with the Kill 500 zombies quest. I remember being at 242 and a couple of minutes later I was back to 40. Don't know how it happened and I can't reproduce it.

 

 

My Experience:

Since canned food was nerfed I never had to rely on canned food or sham sandwiches. I just stuck to yucca in the beginning and switched to a protein diet since. By day 25 I had enough potatoes to finally make some stew.

I never venture into cities for anything because I won't find recipies and I can craft anything myself. I only went in on nights 7 and 14 to put myself on a rooftop as my base wasn't ready yet. Otherwise towns are of no interest to me at the moment. Perhaps it will change in the late game (I am on day 32) but currently I see no need to enter towns. That was different when every recipe was gated behind books and those were found in houses. The fact that I don't need to enter towns and houses is not a criticism. It's just an observation.

I have lots of skills either maxed out or on a high (50+) level, and yet I have to harvest enough blueberries to craft ink and build one book at the research table. I can only stick with my earlier advice and suggest you make ink part of the loot, otherwise this whole research paper/book crafting part of the game is of no consequence.

 

Ideas:

How about implementing some quests/items for the late game. A quest chain that will give you x amount of super strong spikes or steel blocks or anything else that will help your in defending you base. Nothing indestructible or something you can build yourself but something valuable and perishable that actually makes you wanna go out there. Maybe fetch/keep something that can only be found in certain POIs. Something that introduces maybe a little side story apart from the Crazy-Jake-Clan-I've-been-watching-you quests with no consequence.

Something along the lines of "researchers have been testing new nano materials and research material can be found at ..."

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Bugs:

  • The mold pictures for RPG barrel and parts are switched.
  • There might be a bug with the Kill 500 zombies quest. I remember being at 242 and a couple of minutes later I was back to 40. Don't know how it happened and I can't reproduce it.

 

 

My Experience:

Since canned food was nerfed I never had to rely on canned food or sham sandwiches. I just stuck to yucca in the beginning and switched to a protein diet since. By day 25 I had enough potatoes to finally make some stew.

I never venture into cities for anything because I won't find recipies and I can craft anything myself. I only went in on nights 7 and 14 to put myself on a rooftop as my base wasn't ready yet. Otherwise towns are of no interest to me at the moment. Perhaps it will change in the late game (I am on day 32) but currently I see no need to enter towns. That was different when every recipe was gated behind books and those were found in houses. The fact that I don't need to enter towns and houses is not a criticism. It's just an observation.

I have lots of skills either maxed out or on a high (50+) level, and yet I have to harvest enough blueberries to craft ink and build one book at the research table. I can only stick with my earlier advice and suggest you make ink part of the loot, otherwise this whole research paper/book crafting part of the game is of no consequence.

 

Ideas:

How about implementing some quests/items for the late game. A quest chain that will give you x amount of super strong spikes or steel blocks or anything else that will help your in defending you base. Nothing indestructible or something you can build yourself but something valuable and perishable that actually makes you wanna go out there. Maybe fetch/keep something that can only be found in certain POIs. Something that introduces maybe a little side story apart from the Crazy-Jake-Clan-I've-been-watching-you quests with no consequence.

Something along the lines of "researchers have been testing new nano materials and research material can be found at ..."

 

I can add ink to loot, that should not be too much of an issue, as for having quests for late game and for entering the city and towns for them, that will all come with time. I am waiting for TFP to implement sleepers and the traders and they will be creating new quests as well for them.

 

Personally I feel that towns and cities are currently best for finding the stores for books or crates for weapon parts.

 

I feel that food is always going to be a non issue until TFP implement spoilage.

 

I eventually want to make the hub city a radiated zone and that is going to be the only place you will see the mutated zombie types. And it will be the only place where certain quests can be given and/or can be completed and it will also be the only place where you can find weapon parts. Thus making the hazmat suit useful and making the hub city a place to be feared and a place that you want to go to. However this is going to require a lot of work and testing to implement properly and I may not be able to do it the way I want to but that is the plan.

 

I do have some great stuff planned which will give purpose to going to cities and towns and stuff for the future, but unfortunately I am going to be really busy for the next 4 months and I will be away for work. I will be lucky if I can keep uploading videos during the next 4 months but I am going to try.

 

If I can I will do my best to implement some of these features soon but I may not get the chance, plus I am kind of wanting to see what TFP come up with for new quests in A 15 and see how the bandits and traders are.

 

Thank you for the feedback and I hope you will continue to give such feedback in the future so I can improve on these aspects.

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Bugs:

  • The mold pictures for RPG barrel and parts are switched.
  • There might be a bug with the Kill 500 zombies quest. I remember being at 242 and a couple of minutes later I was back to 40. Don't know how it happened and I can't reproduce it.

 

 

 

Players on my server also reported about a quest issue with the Kill 500 Zombies, I will ask them today what exactly happened. I myself got stuck with the quest where I have to craft Scrap Armor and to kill Zombies wearing it. After crafting the armor and equipping it I unequipped it due to overheating, and now when I re-equip it, it seems not to be recognized, and Zombie kills do not count.

 

Since we use Coppi's advanced version of Alloc's Fixes we have commands to remove and give quests, but I need to try this first on my test server, how and if it works.

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