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Mr1k3

Very Important Vintarian
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Everything posted by Mr1k3

  1. Thanks for the complements! I hope the drifters are acting a bit more in combat though, and not just standing around as much. I have not tested much in an actual game outside of some testing in a creative world. If I were to expand on the blades it would probably go into a compatibility patch with weaponpack since that's outside the scope of this particular mod, and I prefer (and from my inquiries the players do as well) to keep mods concise to a general topic or idea. The double headed drifter in vanilla has an average of 1 variant of 0.4 chance to drop a temporal gear which is really weird because its the only stat that when set to 1 does not have 100% drop rate, so I left in the 0.4 chance otherwise more often they would not drop one, also seems to get affected by my temporal gear drop rate in moreclasses meaning they can drop like 3 sometimes, so just a weird case in general.
  2. Adding new commands is probably way above my skill level, but I'll at least have a look. Since your using two different types of logs the recipe does not know which type of board to give you, just how the game works, otherwise would have to add fixed outputs and getting oak boards from your purpleheart wood and that would suck. Will look into the conflict with the bow-stave probably just change the recipe shape for that one. Also looks like I missed adding in some variants of wood to the recipe, will also fix that as well. In the cycling raw refractory brick recipe, the blacksmith should have a shaped recipe for them that uses 4 fire clay in the center and one of each crushed mineral around it (depending on tier), this is not shown but that outputs two bricks. It costs the same amount of fireclay in the end, but it uses half the crushed resources.
  3. 2.1.3- drifters swing sound replaced with a swoosh rather than a thump upped temporal stability gain on kill slightly adjusted deerhorn, nightmare, and double headed walk animations, now instead of clipping a bit into the ground they now drag their blades behind them when they walk, sort of like the pyramid head from silent hill health slightly lowered on all but double headed, and corrupt drifter which have had a slight increase reduced damage tiers to their vanilla counterparts, since I didn't know all protection values dropped by 1 drifters now deal damage to you sooner in their swing, was 600ms now 500ms, vanilla is 400ms. adjusted animations. double headed drifter is now a bit slower, and attacks a little slower too stone throwing cooldowns have been reversed, lower tier drifters will throw stones more frequently than higher ones which will try to close the gap for a melee attack, minimum cooldown is set to at least 3x vanilla, so they wont spam them, still has the priority override to fix that too slightly lowered nightmare drifter speed AI changes- disabled "despair" idle since it had inherent animation issues, like drifters being able to hit you with no animation. Reduced wander priorities and added many cancel on hurt checks to other idle stuff, added new "evade" tactic for all but the double headed drifter, the chance for such is also higher the more dangerous the drifter, this evasion just means instead of mostly standing still/walking slowly around when getting hit until their attack is off cooldown, they should now start to move at their top move speed in some direction, this is the closest thing I can implement to them evading attacks and should make them a little more interesting to fight. tweaked around with some drop chances of flax fibers, should drop more commonly, but at same rate. removed it from corrupt and nightmare drifters which now have a much higher chance to give twine, should save on those precious 4 slots which if they go over all items show up as invisible when harvesting which is a game issue reduced normal and deep drifter max spawns by 1 upped idle sound range, drifters now make more sound the more dangerous they are, reduced normal drifter idle sound chance. The primary amount of noise these guys make is their aggro sound which I cannot adjust the frequency of, only able to turn it on or off. reduced damage, range, and durability of nightmare blade, upped drop chance very slightly
  4. Actually now that I'm looking it seems 1.16 reduced the protection tiers of armors all down by 1, wow that's a pretty big change that went unnoticed. Thats why their doing so much damage to armor now... Looks like enemy attack tier got reduced too in vanilla, this mod was still still using their old values
  5. 1.16 added two very similar sounds for a hit being mitigated and a drifter swinging, they might actually be the same sound, so you are probably thinking the swing sound means you got hit, I'll experiment with changing the sounds in this regard Footstep sounds have been on my list of thing to experiment around with but im not entirely sure if its possible to add them to the game with how sounds are picked to play, I also could decrease the rate at which surface drifters make sounds and increase the others, this should be possible and could mostly solve your concern, though the surface drifters will be more sneaky as a result I'll test some speed changes I've left the damage tier untouched from its vanilla settings, I also share your sentiment with expensive armors crumbling to high damage tiers, will test some lowering of damage tiers but also increasing damage to some? Also I'll be testing some changes to stone throwing rates, as you've stated before weak drifters should try to whittle down your hp with those low damage rocks but higher tier drifters should run in and try to use their melee
  6. 1.2.3- Hopefully fixed katar bad hitreg by giving it default range, apparently when you go too low the hitreg gets trashed Increased reach of all weapons, now are closer to vanilla values, 2.5 range on swords, 3 on haleberd, heavy spear is now 4 Went through and adjusted values for all weapons to match vanilla changes, now the swords have the same attack animation and delay as the standard longblade, they do more damage to compensate Had to leave machete untouched by these new changes otherwise it would loose the block breaking abilities, does much less damage now because of its faster attack speed over the others, should still be both a decent weapon and great tool, buffed durability of it a little Katar can now be made of copper/bronze Changed some things about the throwing spear, now costs 1 ingot, 8 sticks and feathers for 128, a full stack. Fixed issue where attacking with a spear caused all spears to break Made big changes to shields, refer to post for more information. Age-gated shields, 100% block chance, lower protection Added tooltip info for weapon heads when in anvil GUI Tweaked most first person and GUI positions of weapons and their heads Integrated support for the necessaries grindstone on metal tools, except katar
  7. made a load of changes in 1.2.2- I cleaned up trait info on select screen, clarified some unclear bonuses (like bow draw strength, animal seek range) and added handbook entry links for most perk-craftable items major changes- re-worked bonus drops, before a +10% increase to rusty gear drop rate on a 2% chance gave you a nearly pointless +0.002% increase, I didn't know this, so now I increased these bonuses by a huge amount so you actually get double rates when stated, should make rusty gear and tree seed drop rates actually get doubled now, so sort of a huge buff to classes that had those or related perks hunter- gave them that extra 10% damage to ranged weapons to make it a clean 50%, now gets more ranged projectile velocity malefactor- sling buffed with 2x durability, gave them 10% faster ranged weapons but also hit them with a -25% projectile velocity decrease, reduced bonus vessel contents rate, and forage/wild crop drops by 5%, but now they have a true doubled rusty gear drop rate (so a 10% chance becomes 20%) clockmaker- gave more mechanical bonus damage, and now they not only have a doubled rusty gear drop rate but a doubled temporal gear drop rate as well (currently only applied to drifters) slightly increased negatives of the inaccurate perk blackguard- given them back the +25% less armor speed reduction perk that they had in vanilla, can now craft a broken set of blackguard armor with black bronze, now have a +5% hunger drain and are affected by the inaccurate perk changes vanguard- given a 50% reduction for armor speed penalties, increased hunger drain by +5%, can now craft a broken set of forlorn hope armor with bismuth bronze miner- keeping up with the inaccurate perk changes, they got hit a little harder by ranged negatives farmer-buffed extra produce rate by +5% changed foraging drop rate from 20-15% and gave it to wild crop drop rate 20-25%, hit with inaccurate perk changes. Can now craft soil boosters which are both efficient fertilizers and permanently boost soil max fertility by 20/40% once, similar to potash, halved output of craftable terra preta to compensate a bit lumberjack- actually get a doubled tree seed drop rate, given a new perk that makes branchy leaves have a 50% change to give a second stick, also slightly increases normal leaves stick drop rates from 2% to 3%, hit with inaccurate perk changes blacksmith- reduced melee damage bonus by 5%, armor durability bonus by 5%, but given a +20% reduction to armor speed penalties
  8. Cave content is a mod designed to make the caves a little less boring, my hope is to one day make sure every cave you explore have more than just bare stone. Works in old worlds, but you will need to explore newly generated terrain to see the new content. Locust and bell changes are global to all areas of the world no matter when they were generated. Heres my patreon if you'd like to support me: Patreon Currently cave content tweaks/adds: New stuff- Rot caves- At the deepest depths, the same rot that brought the end of the world still resides down there, dormant, It's aged so much it's no longer a direct threat to your healthy seraph as it only slows your movement speed by 25% when walked through, but it still makes for an eerie reminder of the past, drops rot when broken. Compacted machinery- This strange ore seems to form uncommonly near the mantle, how these parts and gears got here is a complete mystery, what is clear is it offers a decent source of some rare components provided you have a decent enough pickaxe. Also drops temporal tinkerer parts with that mod installed. Tweaks- Added 2 more variants to locust nest spawns, a huge and gigantic variant, this should make nests a little more common, but these are also much more deadly to come across. Increased spawn rate of sawblade locust and the bell, since you will see more of them the sawblade locust has 5 less health and does 4 less damage. Images: Download: https://mods.vintagestory.at/show/mod/2140
  9. Went ahead and fixed that in- 1.0.3: removed some useless patches that caused error log messages added mod icons temporal tinkerer now has compatibility tweaks with this mod, with temporal tinkerer installed alongside one of these mods the recipes for the black hole backpack and core now uses parts from temporal tinkerer in the recipes, the patch is all handled on the temporal tinkerer side though so only that needs to be updated to get these changes, but you'd miss out on the new pretty mod icons.
  10. 2.3.3- maybe if I release this one real quick nobody will notice I forgot to add in new compatibility recipes for my backpackpack mod, because this version actually has it now! added new compatibility with backpackpack, now the blackhole/core use temporal parts rather than vanilla placeholders
  11. 2.3.2- made combat related adjustments to all tools and armor. Slightly buffed weapon damage to keep up with vanilla changes, durabilty of temporal sword was brought down a bit, range of electric sword lowered slightly. Utility armor has had its durabilty increased a bit, and combat armors have been given a bunch more durabilty. to compensate, utilty armors have a lower cell recharge cost than combat armor, combat armor has higher cell recharge cost and it has been increased overall. power cell recipe has been adjusted to give a few more cells when using plating over brass parts added mod icon
  12. I wanted experiment this time around with the building recipe additions to the lumberjack and blacksmith to see how well people like that, might give me some better information on how to make a cooking class interesting. The only issue with the implementation of a cooking class Is that its pretty easy to get carried away with new cooking stuff, I'd be afraid of going overboard and making an expanded foods 2, and that's a lot of content to keep updated for just one class. The added stuff would likely be tied to either new cooking vessels, new preservation storage options, or new grid cooking recipes. I know cooking is a big part of the game for a lot of people, but I'd still need to make the class have a little more depth than just those additions, which I may of may not be able to do with something like the mason or carpenter perk. Even in this update I am concerned with the lack of depth of the farmer class, and I hope that the lumberjack has enough interesting perks to keep them viable. As for the blacksmith getting more ore drops, I've wanted to have classes be playable and fun in single player. The extra drop rate really is not that high, and I've wanted to spread some of the perks that were only used once around to keep things interesting. With the addition of the copper pan, the miner still has their place and I don't feel like their overshadowed by the blacksmith. But as always the stats are subject to changes/tweaks/balances and I'll be keeping an eye on it. Mining rates seem like they are hard-coded to only affect stone blocks from what I can tell, would be a really cool thing to tweak, but I'm not sure If I could figure out how to change that.
  13. Thanks for the in depth feedback! Yeah those seem like some interesting things to consider, the biggest thing that needs to be fine tuned is definitely the stone throwing, now that I fixed the priority override I have way more control over the rates that they throw stones, and since the damage is hard-coded that does seem like a good idea to make lower tier drifters throw more often. I've also tried to be very careful with the health changes this time around, I've mainly based it around hits to kill with an iron sword but as always it needs to be tested more to make sure it feels right. Yeah I guess power creep has kind of made the nightmare blade too strong, so I'll probably hit its damage and range slightly, but also its durability. The drop rates are about 1% less on each drifter now but now you can get them at a 20% off of double headed ones so their availability just went up too. Still want to have it as a decent high damage weapon, but it should really have a way lower durability.
  14. 2.1.2- Major update to 1.16 added double headed drifter to tweaks new nightmare drifter model re-balanced drop chances fix and tweak to stone throwing slight adjustments to various stats
  15. Major update, refer to newly edited post for more details. removed tailor, archer, forager classes added farmer, lumberjack, and blacksmith class tweaks and updates to other classes stats class armors are no longer exclusive, only repair kit is, either class can repair either armor, but only the blacksmith can repair all metal armors. gave miner class new copper pan for better panning drops powerful "DropModByStat" perks implemented on new classes, offers new powerful ways to change game play (eg: bonus charcoal drops, and planted crop bonus drops)
  16. 2.3.1 hotfix -fixes broken light source attachment faces, should not crash because of that anymore -re-implements the missing structures from 1.15, spawn rates are really wacky from my testing as in they spawn primarily in clusters close together, needs further refinement if there even is a way to do so. -made structures slightly more common overall, also buffed most part drops across the board and slightly lowered temporal essence spawn rates since it seemed too high, needs further testing on a large scale. -buffed trader gear amount by around double
  17. New semi-experimental release, had to disable all but the relic ruins from spawning since 1.16 killed the structure files for them, in the meantime the sword shrine has been updated and hopefully the others will be eventually as well, they do take a lot of time to make and implement though. This update should include fixes for the repairing mechanic, recipes including leather have been fixed, and the trader hologram looks a little more like a hologram, (though the model is still a vanilla placeholder). Added the sword changes to the mods swords (swing time), further balancing is pending.
  18. Here's some background as to why I'm asking this question: I have several mods developed, yet unreleased, because I cant quite figure out how much content a mod should have, and how that content should be combined with roughly similar mods. For example, I've released a mod called "better drifters" which is a mod that tries to upscale the difficulty of drifters, but I've also been working on a mod that currently adds a new wolf-like enemy that can spawn like drifters to spice up the combat loop. My real question is should these mods be combined under a different name or should I simply keep them separate? They fit a pretty similar theme and I think could work pretty well together, but It would alienate people who, for example, wanted a slightly more difficult vanilla-type feel without a bunch of new enemies that may or may not fit with the vanilla style or appeal. Another example could be my "QOL Tweaks" series of mods, where each mod modifies a small aspect of the game, and could theoretically all be combined into a single easy-to-install mod, but that would destroy a large chunk of personalisation for modpacks. My philosophy thus far has been to keep mods that are fairly similar together, and mods that change completely different aspects of the game compared to each other and would not both fit into an overall "theme", separate. I find that when making modpacks for any game I'd rather have as many options as possible so I can much more easily create a pack that can fit the idea I had for it, and even when not making packs and just doing some light modding, I find it really annoying when a mod adds tons of stuff when you just wanted one thing from it, for example; in earlier versions of minecraft you'd have to download the entirety of openblocks just for the elevator block, but it still adds tons of other stuff you might not care for. Or simply, would you rather have to download 10 mods individually that each change a small thing, or just download one mod that adds all the content from those 10 mods but also added some other junk from another 5 mods you didn't really want?
  19. -updated Russian translations thanks to ZigTheHedge! not entirely sure how xskills determines weapon type? I'd assume if theirs another skill that buffs spears as a separate thing it might be based off of the c# class, if so then it would be undefined since I use a custom class here for animation changes.
  20. 1.0.1- -added ability to place down bags on the ground like in vanilla (thank you Craluminum2413 for the heads up) -removed rope requirement from baskets -can now reclaim 2 small hides from hunter backpacks
  21. 2.2.9- -updated russian translations thanks to ZigTheHedge, and Jay_! -slight buffs to drill and glove durability -trying to at least somewhat bring the armor sets to some resemblance of vanilla stuff and reduce power creep: utility armor- speed boots now double hunger rate, now mixed with stasis pack you have +55% hunger drain because my idea of nullifying all the negatives was too crazy stasis pack provides 25% protection but now slows ranged weapons by 20% buffed protection of ranged helmet to 90% but now has a tiny hunger and speed penalty Combat armor- pretty minor stat adjustments to all values, should be practical enough to wear around all the time with lower penalties, protection values unchanged.
  22. The summoner has a grid recipe, and yes drifters still drop temporal gears.
  23. 2.0.3: To prevent a crash with peat in firepits you now need to craft vanilla peat in the grid to get a dryable version
  24. Adds two new food preserving blocks for long term food storage. They require no maintenance and will always work at their full potential and will only be affected by regional food spoilage rates, great for dedicated servers. The two new containers are: Ice Box- Preserves food at the following rates: Vegetables-50% slower decay Grains-75% slower decay Fruits-75% slower decay Proteins-50% slower decay Dairy-75% slower decay Salt Box- Preserves food at the following rates: Vegetables-75% slower decay Grains-50% slower decay Fruits-50% slower decay Proteins-75% slower decay Dairy-50% slower decay Each box has 8 slots, the same as the basket. The best food storage in vanilla being the clay storage vessel, only has a reduced rate of 75% vegetables, and 50% for grains The decay values can be improved further by putting the blocks in a cellar, food items with no category currently decay at their standard rate. Heres my patreon if you'd like to support me: Patreon Includes sounds, animations and custom models for the blocks: Download: https://mods.vintagestory.at/show/mod/1231
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