Clockwork Orange Posted December 6, 2018 Author Share Posted December 6, 2018 Will look at it later, now going to sleep. Thx For All Your Work !! You're welcome and have a good evening. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 6, 2018 Author Share Posted December 6, 2018 Update (12/6/18) +Item_modifiers -NiCad battery mod can now be installed on some ranged weapons, pistol, magnum, ak47, mp5, sniper, hunting rifle, and the marksman rifle and can shoot electrified bullets +Buffs -Added spark loop special effects are now applied to ranged weapons when equipping the NiCad battery mod +Items -Added tagging to weapons to allow for NiCad battery mod to be applied Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 6, 2018 Author Share Posted December 6, 2018 Update (12/6/18) +Item_modifiers -NiCad battery mod now applies specific spark loop special effects to each item its applied to +Buffs -Added specific spark loop special effects for knife model +Items -Added tagging to weapons to allow for NiCad battery mod to only apply specific special effects for each weapon Link to comment Share on other sites More sharing options...
Myrrah Posted December 6, 2018 Share Posted December 6, 2018 Yeah i think i have a minor solution for now the whole perk is still fine in itself because late game you still want it jus so your not bothered as much so its more of a quality of life thing at that point. So what I did was I made it so that rotting flesh now makes you blend in and zombies cant see you at all for 8 seconds, obviously it comes with food poisoning but in a pinch it can save your life I suppose but I hop its not overpowered is I worry about. that's a good idea! reminicent of dying light a little Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 6, 2018 Author Share Posted December 6, 2018 that's a good idea! reminicent of dying light a little Yeah thats exactly what made me think of it lol, only in that game it is definitely overpowered haha. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 6, 2018 Author Share Posted December 6, 2018 Update (12/6/18) Fixed food and thirst now properly display your current stat values. (Thanks to Origin and his Ui mod for helping me sort that one out) Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 7, 2018 Author Share Posted December 7, 2018 Update (12/6/18) Changes to progression: recommend a new world +Progression Lowered level requirements for main skills; strength, intellect etc. from levels 1 through 10 they will now unlock at each player level stated below. reqGenericLevel01,progression,Attribute,New,Player Level 5,,,,, reqGenericLevel02,progression,Attribute,New,Player Level 15,,,,, reqGenericLevel03,progression,Attribute,New,Player Level 25,,,,, reqGenericLevel04,progression,Attribute,New,Player Level 35,,,,, reqGenericLevel05,progression,Attribute,New,Player Level 45,,,,, reqGenericLevel06,progression,Attribute,New,Player Level 55,,,,, reqGenericLevel07,progression,Attribute,New,Player Level 65,,,,, reqGenericLevel08,progression,Attribute,New,Player Level 75,,,,, reqGenericLevel09,progression,Attribute,New,Player Level 85,,,,, reqGenericLevel10,progression,Attribute,New,Player Level 95,,,,, Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 7, 2018 Author Share Posted December 7, 2018 Update (12/6/18) +Rwgmixer -Changed all biomes now have an equal chance to spawn regardless of height Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 7, 2018 Author Share Posted December 7, 2018 Update (12/7/18) +Biomes -Changed biome spectrums +Rwgmixer -Changed biome distribution slightly Link to comment Share on other sites More sharing options...
Baobab Posted December 7, 2018 Share Posted December 7, 2018 I added the NiCad battery mod a while ago, it adds 30% chance to apply electric shock to the enemy along with 40% increase to block damage for when applied to sledge hammer, I just added spark effects just now to the weapons themselves when held in your hand Looks cool, but there is an problem with the effect. If i put the mod out of the axe, machete or something else, it stay on. Some Screen, Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 7, 2018 Author Share Posted December 7, 2018 Looks cool, but there is an problem with the effect. If i put the mod out of the axe, machete or something else, it stay on. Some Screen, [ATTACH=CONFIG]26101[/ATTACH] [ATTACH=CONFIG]26102[/ATTACH] Yeah I noticed that too, thought I had fixed it, for now you have to make sure to switch weapons in your toolbelt before removing the mod from the weapon. It does work properly jus tthat one instance I need to find a way to fix. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 7, 2018 Author Share Posted December 7, 2018 Update (12/7/18) +Buffs -Removed spark loop special effects from NiCad Battery mod +Item_modifiers -Removed NiCad Battery spark loop special effects Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 7, 2018 Author Share Posted December 7, 2018 Update (12/7/18) +Biomes -Removed oak trees from desert -Increased cacti in desert Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 8, 2018 Author Share Posted December 8, 2018 Update (12/8/18) +Recipes -Bellows is now crafted from backpack instead of wrokbench +Quests -Changed quest requirements from craft to fetchkeep for quests that require crafting something at a workstation and will no longer require you to occupy the workstation while the craft completes Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 8, 2018 Author Share Posted December 8, 2018 Update (12/8/18) +Quests -increased exp gained from all quests to 1000 from 100 Link to comment Share on other sites More sharing options...
Funchy Posted December 10, 2018 Share Posted December 10, 2018 I seem to not be able to find clay / clay soil. Link to comment Share on other sites More sharing options...
Myrrah Posted December 10, 2018 Share Posted December 10, 2018 I seem to not be able to find clay / clay soil. it's in the third block down under all biomes Link to comment Share on other sites More sharing options...
Funchy Posted December 10, 2018 Share Posted December 10, 2018 it's in the third block down under all biomes Ah. Thank you Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 12, 2018 Author Share Posted December 12, 2018 Update (12/12/18) Updated to latest exp build 221 Link to comment Share on other sites More sharing options...
belfegor Posted December 13, 2018 Share Posted December 13, 2018 null reference exception object reference not set to an instance of an object Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 13, 2018 Author Share Posted December 13, 2018 null reference exception object reference not set to an instance of an object Sorry idk how I missed that error, I would have tested it but I have not had a whole lot of time. Everything is all fixed now. Thank you for letting me know. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 13, 2018 Author Share Posted December 13, 2018 Update (12/13/18) +Loot -Fully updated loot file, drop chances, added missing items, window size and shape etc. +Recipes -Removed unused fully hydrated perk mag recipe +Items -Removed fully hydrated magazine Link to comment Share on other sites More sharing options...
belfegor Posted December 13, 2018 Share Posted December 13, 2018 all right now .thank you for a great work ! Link to comment Share on other sites More sharing options...
belfegor Posted December 14, 2018 Share Posted December 14, 2018 hello clockwork where i can to adjust when the zombies spawns? by you is a little to early Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 14, 2018 Author Share Posted December 14, 2018 hello clockwork where i can to adjust when the zombies spawns? by you is a little to early I have them set to spawn with the animals to both thin out the animals and increase zombie spawns at the same time, you would have to look at the entitygroups file. EDIT: But I have a strategy plan that I still have yet to test, the game itself has some memory leak issues at the moment and zombies stop moving so I have not been in the mood for playing, but my plan is to chop a few trees on way to town, set up a wood splitter to chop it all, then craft spikes while I herd them all around the area I want to claim, killing what I can and then once I have the spikes ready I will take the bastards out hopefully. Or if that fails I will lead them far away and run back and see if that works, personally I love the challenge, keeps the game fresh. Link to comment Share on other sites More sharing options...
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