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A Clockwork Project


Clockwork Orange

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Update (7/15/17)

 

Updated to A 16.1

 

+Entityclasses

-Added invisibleAnimalEnemy

 

+Blocks

-Added ability to havest nails using a claw hammer from wood blocks that extend from woodMaster

-Added ability to harvest nails using a claw hammer from:

-oldChair

-pew_segment01

-pew_segment02

-pew_segment03

-cntStorageChest

-cntDesk01

-schoolDesk (also changed material to wood_weak from Mplastics)

-cntSecureStorageChest

-cntBookcase

-ladderWood

-woodStairs50

-cntCabinetTop

-woodHatch1_v1

-cntPillCase

-woodTable

-cntCoffin

+Recipes

-Changed recipe for cntCooler

-Added recipe for:

-schoolDesk

-cntBookcase

-cntPillCase

-cntCoffin

-pew_segment01

-pew_segment02

-pew_segment03

-Changed recipe for woodTable

-Changed recipe for oldChair

 

+Items

-Added ability for harvesting nails from certain blocks when using a claw hammer

 

+Windows

-Added new Clockwork Watch looks very similar to the old one but cleaner

 

+Mods/ACPIcons/UI

-Added new Watch UI images

-Added link for UI Versions

 

Screenshots available inside

 

Clockwork%20Watch.jpg?raw=true

 

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Theres no slot in the forge for it, middle slot is blank. Server on latest version of the mod.

 

Just tested it and it works perfect, see the blank mold icon in the forge tools?

 

There should be an icon in the forge tools window that shows a blank mold because it uses multiple molds for that slot, you cant click it into the tools slot you have to drag and drop it.

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Something is wrong with your mod you are using different files or something cause I do not use a tool and die set in the forge.

 

Workbench is crafted strait from your inventory without any requirements other than to find the materials.

 

Re-update your mod and make sure not to use any other files than what I provide.

 

- - - Updated - - -

 

Update (7/16/17)

 

+ACPIcons

-Added missing icon for Calipers

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Id say put the watch far left corner, buffs anywhere at the edge, the less things blocking the players view the better, if u get my meaning.

 

Maybe buffs, bottom next to watch, to the right of it

 

Well honestly I would not like the buffs on the other side, I can still move it over a bit though, i can move the buffs up but I feel like it would look a lot worse if buffs were on the other side. I have not had any issue with it blocking any view, I even forget its there most of the time until i need info from it.

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Update (7/16/17)

 

+Windows

-Moved Watch UI 20 pixels to the left, i know its not much but it is something, I kept the buffs positioned where they are because I like how the fading buff background appears to contour around the watch.

-Also reduced buff pop up size so they do not look as big and bulky.

 

UI Preview!

 

 

Alpha_16.1_2017-07-16_12-11-21.jpg?raw=true

 

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Opinions needed!

 

I have been working on a different version of the same UI and in the pictures you will see that I have separated the health to be on the left and the stamina to be on the right, the problem I have with it is the fact that the bars do not fill up in a radial fashion in keeping with the theme of the watch.

 

And you will notice the stamina bar when it is near the top if the watch it appears as a flat horizontal edge instead of at an angle from the center point of the watch.

 

But this way the bars are thicker and easier to see as well so its a trade off...

 

What do you guys think looks better? This new way or the old radial fashion with health on the outside and stamina on the inside?

 

You can also take the new version for a spin if you want, it is now available in the UI Version pack but you have to download and update your item icons from the main mod download since the new UI uses a new item icon! So download the Main Mod and install the new icons first before trying to switch to any new UI Versions!

 

New way

Alpha_16.1_2017-07-16_17-01-05.jpg?raw=true

 

Old way

Clcokwork%20Watch%20Black%20Preview.jpg?raw=true

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Update (7/16/17)

 

+Items

-Reduced punching delay from 1.2 down to 1 ( you should be able to punch faster now, I had to increase the delay from 0.75 to 1.0 and increase stamina cost for punching due to the fact that i could knock out zombies left and right with just my fists without hardly losing any stamina.)

-Reduced punching damage to 5 from 10 and increased bonus damage to head from 2 to 2.5 (now doing 15 damage to zombie head instead of 20)

 

+Blocks

-Added house doors stage 1 only will now drop door knobs upon destruction.

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Update (7/17/17)

 

+Rwgmixer

-Changed random world gen to be the most perfect world generation you will ever see with fast load times, all credit goes to Tin for creating the world generation sequencing you are a God among mortal men and I mean it.

-Random gen will now be so damn beautiful and will actually generate large cities along with small towns and small cities etc. with small load time.

-I highly recommend loading a new world and checking this out!

 

If you prefer the old rwgmixer then you can simply replace it with the vanilla version since my previously modded rwgmixer only increases play area so not a big deal.

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Update (7/17/17)

 

+Rwgmixer

-Changed random world gen to be the most perfect world generation you will ever see with fast load times, all credit goes to Tin for creating the world generation sequencing you are a God among mortal men and I mean it.

-Random gen will now be so damn beautiful and will actually generate large cities along with small towns and small cities etc. with small load time.

-I highly recommend loading a new world and checking this out!

 

If you prefer the old rwgmixer then you can simply replace it with the vanilla version since my previously modded rwgmixer only increases play area so not a big deal.

 

Nice, i tested TIN's mixer, looks great, any plans to add the newly released combo pack to your mod? :)

 

 

Only took me 10 minutes initial load time on a new map, the bigger large cities look Great~!

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Glad you like it, that was just a very quick revamp I did last night and it is just the first iteration, but I wanted you guys to at least be able to check it out. I know that starting a new world is not the funnest thing especially if you have multiple people on the same map, so I am going to perfect this iteration before releasing it.

 

I will have to see about the compo pack I am still tinkering with the rwg atm to try and make it even better and I am almost there, once I finish that bit I will look into the compo pack or at the very least I will simply make my own iteration of how I want the towns to spawn prefabs, the only issue I have with some prefabs is the crops and available food, for eg I am going to be removing all the dead farms from the rwg to make finding seeds harder.

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Update (7/17/17)

 

+Windows

-Updated to use the latest version of my mirrored health stamina watch UI

 

+ItemIcons

-Added icon for new mirrored watch UI (dont forget to update the Item Icons!)

 

+Rwgmixer

-With a lot of help from Tin I am finally proud to present my final iteration of Vanilla prefab random gen.

 

I am a very picky person and spent hours perfecting what I consider the smallest details and I tailored it to my liking but I hope you guys will be as happy with it as I am.

 

I will be looking into adding the compo pack in the very near future but for now I would like you guys to check this out and let me know what you think.

 

I also updated the UI so the main mod will now be using the mirrored health and stamina!

 

Cheers!

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