Khurune Posted February 13, 2016 Share Posted February 13, 2016 Nice, one small suggestion, change the color on the hunger and thirst bars. Makes them stand out more, better for on the fly information. Link to comment Share on other sites More sharing options...
JayzenFreeze Posted February 13, 2016 Share Posted February 13, 2016 they look nice that purple sky is awesome as well, what a pic. Is that yellow bar your level? What I would like is just my core temp and elevation if possible, for some reason the one with everything drops my fps quite a bit. Edit: im blind what are the differences between the 2 lite versions. never mind it is the size lol. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 13, 2016 Author Share Posted February 13, 2016 Nice, one small suggestion, change the color on the hunger and thirst bars. Makes them stand out more, better for on the fly information. I was trying to do this but still have yet to figure out how to do this without having to revert them to a % and still be able to use the food icon that I am currently using and not have to use the fork icon. Once I figure that out i will adjust the colors of the food and water but as of right now I can not seem to do it the way I want to. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 13, 2016 Author Share Posted February 13, 2016 they look nice that purple sky is awesome as well, what a pic. Is that yellow bar your level? What I would like is just my core temp and elevation if possible, for some reason the one with everything drops my fps quite a bit. Thanks!, and yeah the Gold bar is your level, and the Ice blue one is your core temp, try the version you like the most out of what I have available for now and see how you like it. It should not affect your fps at all. If it does I will consider making a custom UI for you. - - - Updated - - - Make sure to update the xui.xml and the windows.xml Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 13, 2016 Author Share Posted February 13, 2016 Updated spoiler pics to now show the new color change to food. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 13, 2016 Author Share Posted February 13, 2016 Update (2/13/16) +UI Version Pack -Added vanilla style UI for those that do not want anything extra added -Reduced Clock and Thermometer symbol size at the top of the screen for all UI versions This will be the last update until A 14! Link to comment Share on other sites More sharing options...
JayzenFreeze Posted February 13, 2016 Share Posted February 13, 2016 honestly I find the level bar useless but thats just me. other than that it looks great. Every time I try to edit files I seem to mess them up, I even use notepad++ Link to comment Share on other sites More sharing options...
Kittamaru Posted February 14, 2016 Share Posted February 14, 2016 Update (2/13/16) +UI Version Pack -Added vanilla style UI for those that do not want anything extra added -Reduced Clock and Thermometer symbol size at the top of the screen for all UI versions This will be the last update until A 14! Just a heads up - the Stone Spear causes a Null reference Object Reference not Set error whenever you click it ( as opposed to click and drag ). Worse than that, after you've done that, if you go to open your inventory, it causes another console error - only way I found to fix that is to drop it, then pick it back up. I tried clicking it without it being equipped, and it is causing the same error... except since it isn't on my tool belt, I can't drop it to fix it, so I am effectively unable to open my inventory. I tried exiting and reentering the game, no dice. Dunno if this is an easy fix you can implement before the A14 release? Just thought you should know about it Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 14, 2016 Author Share Posted February 14, 2016 Fixed, thanks for posting! I had to change the repair items for the spear from "stone" to small rocks and same with the recipe I changed it from stone to small rocks. - - - Updated - - - Update (2/14/16) +Items Fixed stone spear NRE -Changed stone spear repair items to small rocks from stone +Recipes -Changed stone spear recipe cost to small rocks instead of stone -Added recipe to allow for jars and glass panes to be scraped into broken glass Link to comment Share on other sites More sharing options...
Zemekis Posted February 14, 2016 Share Posted February 14, 2016 Thanks for the great mod. It really makes me struggle (and I usually play with running zeds). Two questions though about the Chicken Coop and Dew Collector. Do they actually work? The Dew Collector's been sitting in my house for several hours real time and has yet to produce anything. Same with the Chicken Coop. I was able to upgrade it once (wooohoo) but never again. Which makes it two terribly expensive blocks when you are hunting with a bow. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 14, 2016 Author Share Posted February 14, 2016 Thanks for the great mod. It really makes me struggle (and I usually play with running zeds). Two questions though about the Chicken Coop and Dew Collector. Do they actually work? The Dew Collector's been sitting in my house for several hours real time and has yet to produce anything. Same with the Chicken Coop. I was able to upgrade it once (wooohoo) but never again. Which makes it two terribly expensive blocks when you are hunting with a bow. You are welcome!, and thanks for the feedback. do they have access to sunlight? They work 100% but they grow like plants and need sunlight. I did it this way so that they needed to be placed outside and cant be just put inside anywhere safe. And it makes more sense that a dew collector needs to be outside in order to collect dew. And they are so expensive becasue they are very powerful when it comes to gathering resources once you have multiple set up. EDIT: Also if you have to move them outside then you should just go to the main menu and turn on cheat mode temporarily and gift yourself one of each since you have already obtained the resources required to craft them. Link to comment Share on other sites More sharing options...
Zemekis Posted February 14, 2016 Share Posted February 14, 2016 You are welcome!, and thanks for the feedback. do they have access to sunlight? They work 100% but they grow like plants and need sunlight. Good point. I will try that. Thanks. Link to comment Share on other sites More sharing options...
Kittamaru Posted February 15, 2016 Share Posted February 15, 2016 Fixed, thanks for posting! I had to change the repair items for the spear from "stone" to small rocks and same with the recipe I changed it from stone to small rocks. - - - Updated - - - Update (2/14/16) +Items Fixed stone spear NRE -Changed stone spear repair items to small rocks from stone +Recipes -Changed stone spear recipe cost to small rocks instead of stone -Added recipe to allow for jars and glass panes to be scraped into broken glass Sweet, thanks! Glad to know I hadn't done something stupid lol! Link to comment Share on other sites More sharing options...
Numberz Posted February 17, 2016 Share Posted February 17, 2016 Fixed, thanks for posting! I had to change the repair items for the spear from "stone" to small rocks and same with the recipe I changed it from stone to small rocks. - - - Updated - - - Update (2/14/16) +Items Fixed stone spear NRE -Changed stone spear repair items to small rocks from stone +Recipes -Changed stone spear recipe cost to small rocks instead of stone -Added recipe to allow for jars and glass panes to be scraped into broken glass Did you include the recipe for glass scrapping in the download? I can't seem to find it in your recipes.xml. Thx. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 17, 2016 Author Share Posted February 17, 2016 Yup its in the recipe file, underneath New_Oven recipe: <recipe name="brokenGlass" count="1" scrapable="False" tooltip="ttScrapMetalBrass" > <wildcard_forge_category /> </recipe> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 21, 2016 Author Share Posted February 21, 2016 Update (2/21/16) Updated to latest Unofficial XML Fixes Version 1.17 Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 26, 2016 Author Share Posted February 26, 2016 Update (2/26/16) Updated to latest Unofficial XML Fixes Version 1.19 Fixed some recipes that did not have proper ingredients or amounts and Reworked recipes, I split the more miscellaneous aesthetic blocks up into a second crafting table to reduce the number of recipes to sort through on the main crafting table. All recipes should now have proper ingredients and amounts. I added nails as a requirement for all wood related blocks for eg, wood frames, and cobblestone frames. I also adjusted the secure wood storage chest to have the same requirements as the other storage crates. There is a bug in the game where if a quality items is completed crafting while not occupying the workstation it will become a loot quality item instead of a crafted quality item. So I had to separate the ammo and gunpowder crafting from the smithing table, I have also changed the Tailoring Table and Smithing Table workstations since they are used for crafting quality items to now require you to occupy them in order for the timer to progress to fix this issue. +Blocks Updated to latest Unofficial XML Fixes Added Crafting Table Misc Added Ammunition Table Changed barbed fence can now be picked up +Recipes Fixed improper recipe ingredients and amounts for all aesthetic blocks Changed machete now requires forged steel to craft Changed Cooking Pot is now crafted at the forge Changed Bucket is now crafted at the forge Changed recipe of barbed club to now require barbed wire Changed recipe of spiked club to now require nails Added recipe for crafting barbed wire (not the fence the flat plate style block) Added nails as a requirement for all wood related blocks +Items Changed chisel no longer is a quality item and can no longer be used as a weapon Changed machete now requires forged steel to repair +Loot Slightly increased loot chance of clothing in dressers +XUI Added Ammunition Table +Windows Updated all Ui Versions! Changed Smithing Table tools Ui to no longer include the bowl and calipers as a tool Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 27, 2016 Author Share Posted February 27, 2016 Update (2/26/16) These changes will only take effect on new map restart, or undiscovered areas. +rwgmixer Increased housing density and variation in towns Added water treatment plant to towns Removed bunker from towns Added bunker chance to spawn in wilderness pois Changed stores found in towns to now consist of 1 large bookstore, 1 pop n pills and removed the gun store and working stiff tools since the water treatment plant makes up for it Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 3, 2016 Author Share Posted March 3, 2016 Update (3/2/16) Major Update: This update requires people to download and install the mod manually when using this on a server since I have added tons of custom Icons +Items All new Icons for all modded items Added all new meats, Chicken, Bear, Pork, Venison, Rabbit and all of the cooked versions including new stews and soups Added Molds to be used as tools when crafting certain items at the forge Added Molds for Gun Parts to be crafted at the smithing table Added Flour and new Bread foods Added Compost Added Steel Fireaxe Added Cordage from plantfibers Added Mortar and Pestle Added Molten Iron Added Blueberry Jam +Recipes Reworked recipes to use new ingredients Changed forge now uses molds instead of Tool And Die Set Changed Ammunition Table now uses Tool And Die Set and Mortar and Pestle Added Cordage is now required for some items and blocks Added recipes for crafting Molds and weapon parts Added recipes for compost Plus lots more! +Blocks Changed crops now take 6 days to grow instead of 3 Fertilizer now upgrades crops to grow for 3 days instead of instantly Added Composter which needs to be upgraded with 10 compost and it will upgrade after 120 minutes to yield 10 fertilizer and it must be placed outside +Entityclasses Change harvesting of animals to give the proper meats Pigs now give Pork meat Chickens now give Chicken meat Stag now gives Venison meat Bears now give Bear meat Rabbits now give Rabbit meat +Ui Versions Updated all! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 3, 2016 Author Share Posted March 3, 2016 Update (3/2/16) +Items Added crafting skill group to weapon parts to you now gain gun smithing skill when crafting weapon parts +Recipes Changed recipe for Minibike Chassis to now be crafted at the smithing table and now requires 40 short metal pipes Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 3, 2016 Author Share Posted March 3, 2016 Update (3/2/16) +UI Added wrench Icon to smithing table tools updated all Ui Versions +Recipes Changed minibike chassis now requires a wrench at the smithing table Changed handlebars and minibike handlebars are now crafted at the smithing table and require a wrench Changed nails are now crafted using the nail mold at the forge Changed Iron Bars are now crafted at the Crafting Table using short metal pipes and requires a wrench +IremIcons Removed unused Icons (except the books, those are still being planed to be used when A14 drops) Link to comment Share on other sites More sharing options...
Moog Posted March 3, 2016 Share Posted March 3, 2016 So is it preferable for people to start a new world with this or can I swap the original files for yours and keep on rolling in my current world? Also, can you explain how I can increase the standard 200 wellness to somewhere around 500 achievable? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 3, 2016 Author Share Posted March 3, 2016 So is it preferable for people to start a new world with this or can I swap the original files for yours and keep on rolling in my current world? Also, can you explain how I can increase the standard 200 wellness to somewhere around 500 achievable? Yes you should be able to just update without having to start a new world but back up your files just in case if your world is really important to you to keep, and as for the wellness I think there are a couple ways to do this: You can either add a buff that will be applied to you forever: <buff id="well100" buffif="health lequal 1.0" stack="discard"> <modify id="0" stat="wellness" modifyMaxValue="500"/> </buff> or <buff id="well100" buffif="health lequal 1.0" stack="discard"> <modify id="0" stat="wellness" modifyMaxValue="2.5"/> </buff> or you can try to do it through the progression file, personally I would want to do it through the progression file first and if it does not work then I would resort to using a permanent buff. <player_skill name="Athletics" icon="run" description_key="athleticsDesc" title_key="athletics"> <effect name="StaminaDegradation"> <multiply skill_level="1,99" value="1,0.65"/> <multiply skill_level="100" value="0.5" /> </effect> <effect name="MaxWellness"> <multiply skill_level="1,100" value="2.4,2.5"/> </effect> </player_skill> Note that the buff method has not been tested and could simply not work since i do not know the exact code for raising the max wellness through a buff so it would be best to use the progression file for that reason as well. Link to comment Share on other sites More sharing options...
Moog Posted March 3, 2016 Share Posted March 3, 2016 Yes you should be able to just update without having to start a new world but back up your files just in case if your world is really important to you to keep, and as for the wellness I think there are a couple ways to do this: You can either add a buff that will be applied to you forever: <buff id="well100" buffif="health lequal 1.0" stack="discard"> <modify id="0" stat="wellness" modifyMaxValue="500"/> </buff> or <buff id="well100" buffif="health lequal 1.0" stack="discard"> <modify id="0" stat="wellness" modifyMaxValue="2.5"/> </buff> or you can try to do it through the progression file, personally I would want to do it through the progression file first and if it does not work then I would resort to using a permanent buff. <player_skill name="Athletics" icon="run" description_key="athleticsDesc" title_key="athletics"> <effect name="StaminaDegradation"> <multiply skill_level="1,99" value="1,0.65"/> <multiply skill_level="100" value="0.5" /> </effect> <effect name="MaxWellness"> <multiply skill_level="1,100" value="2.4,2.5"/> </effect> </player_skill> Note that the buff method has not been tested and could simply not work since i do not know the exact code for raising the max wellness through a buff so it would be best to use the progression file for that reason as well. I like the idea of it happening through progression since it would be an extension of the idea that is already in place where you have to earn wellness. I don't want it to be a buff as I would like for it to gradually increase as it does now. I just think it should be able to go higher than the default 200 wellness stat. I will try the progression edit first. Thank you for your help. Link to comment Share on other sites More sharing options...
Moog Posted March 3, 2016 Share Posted March 3, 2016 Initially I copied and pasted the code that you showed into the Progressions xml and my wellness dropped immediately upon entering the game. So I modified it to this: <multiply skill_level="1,10" value="1,0.76"/> <multiply skill_level="10,20" value="0.76,0.66"/> <multiply skill_level="20,30" value="0.66,0.59"/> <multiply skill_level="30,40" value="0.59,0.53"/> <multiply skill_level="40,50" value="0.53,0.47"/> <multiply skill_level="50,60" value="0.47,0.42"/> <multiply skill_level="60,70" value="0.42,0.37"/> <multiply skill_level="70,80" value="0.37,0.33"/> <multiply skill_level="80,90" value="0.33,0.29"/> <multiply skill_level="90,100" value="0.29,0.25"/> [/Code] Which started dropping my health and stamina with every point that I purchased in the Athletics skill. I will start a different thread so as to not clutter up this one. Link to comment Share on other sites More sharing options...
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