· 7 years ago · Nov 12, 2018, 08:00 PM
1Windforge Enhancement Mod v0.1 - updated Nov 12 2018
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5v0.1 changelog
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9UI changes:
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12Crafting panel rescaled to allow for longer item names, descriptions, and ingredient names to be properly displayed.
13Also modified the crafting panel to be easily rescaleable later by changing the new scalefactor variable - currently set to 1.3, can be set to 1.0 for vanilla appearance.
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16Increased label length and enabled text wrapping in inventory panel to allow longer item names to be displayed properly.
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19TODO if game updated to allow this: Add a custom string filter on item name to the inventory and stash displays.
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23Item changes:
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26Significantly buffed the standard repair tool to repair much faster (6x speed) and in a slightly larger area (+2), and added even better versions for all metals above iron. Other metal versions repair at different rates and on differently-sized areas, with cloudstone having the best of both (some will repair larger areas slower and smaller areas faster). Also added quality and master craft versions of each tool, which affect repair speed only.
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28A table showing repair speed and area increases:
29Material-----SpeedXorig---Size+/-orig
30Iron------------(x06)--------(+2)----
31Steel-----------(x12)--------(+2)----
32Titanium--------(x36)--------(+0)----
33Adamantium------(x24)--------(+4)----
34Jade Steel------(x32)--------(+6)----
35Vulcan Steel----(x48)--------(+2)----
36Cloudstone------(x48)--------(+6)----
37Quality and master craft tools provide a further increase to those speed values of 15% and 30% respectively.
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39Also added another debug repair tool that near-instantly repairs an area of 200 blocks and can be added with
40GiveItem("SuperDebugWideRepairTool")
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43Added quality and master craft versions of the grappling hook and grappling gun.
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46Added more types of drills from different metals (idea partially from derpderp3200's unfinished mod).
47Drills do different amounts and kinds of mining damage, and operate at slightly different speeds, depending on their material.
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50Added 90-degree rotated horizontal turrets that can be placed on the top and bottom of a ship for every metal and turret type. These turrets are separate items, but are crafted from the same recipe as the standard vertical turrets. To accommodate this, the turret recipe has been changed. Instead of being incorporated into the turret in the main recipe, the motor + spring + whale oil combination is now put together in a separate recipe to make a new Turret Internals item. The turret internals can then be crafted into either a vertical or horizontal Turret Framework, which is then combined with the armor metal in the actual turret recipe to make the corresponding turret. This modular turret recipe system was added to allow for more advanced turret types to be easily added later.
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52As the game was designed with only left and right facing turrets in mind, top turrets are considered to be left-facing, and bottom turrets are right-facing when choosing how to mount them - so each will appear to the left and right of the player, respectively.
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54Graphics look a little odd due to photoshopping the original sprites with perspective warp, but this is not too noticeable. Also, the broken sprite for these turrets is just an empty horizontal turret wall instead of the regular mangled turret. May need some tweaking.
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57TODO: Add magnetic (coil/railgun) turrets for machine guns and/or artillery. Also add a vulcan machine gun turret with faster fire rate and fire damage (like vulcan rotary cannon). Maybe add a similar napalm artillery turret? (idea partially from ParadoxGate's Elemental Turrets Mod) Need to adjust turret graphics for these.
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60TODO: Add differently mounted turrets - the ball turret set in a turret wall with a bulge for a larger firing arc, and/or a heavy deck-gun style turret with a smaller arc but a massively powerful projectile. Need custom graphics for this.
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63Added hatches, doors, roofs, and side windows of every metal that didn't already exist, with the appropriate recipe updated. All metal items have been moved to their own recipes for each type of item.
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66Added grinders of every metal above steel as well as quality and master craft versions, with the appropriate recipe updated. Also fixed the grinder texture offset for left and upward facing grinders.
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69Increased HP of some placeable objects by the following multipliers:
70Object---------HPXorig---
71Side Window-----(x1.2)---
72Roof------------(x2.0)---
73Door------------(x2.0)---
74Hatch-----------(x2.0)---
75Turret----------(x2.5)---
76Crude Propeller-(x1.0)---
77Propeller-------(x2.0)---
78Engine----------(x1.0)---
79Grinder---------(x1.2)---
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81Also made roofs slightly more damage resistant than regular blocks (like the driftstone roof, but to a lesser extent).
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84Buffed driftstone roof and door damage resistances to match driftstone blocks.
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87Fixed a bug(?) that made jade steel placeables take zero fall damage.
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90Made several changes to ranged weapons:
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92Changed Vulcan weapons to do half of their damage as elemental (aside from the burn effect it was purely physical except for the magnum, which was purely elemental).
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94Added "Serpent" weapons, which do half of their damage as chemical and inflict a light poison effect on enemies (from derpderp3200's unfinished mod). TODO: If game updated to allow it, create a separate acid creature effect.
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96Added Serpent, Vulcan, and Impact weapon variants to the Riot Gun and Flak Cannon. The base weapon for both of those was changed to use titanium. Split recoil weapon recipe to accommodate this.
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98Added "Rapid" Pump Action Shotgun variant (titanium, higher ROF).
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100Added scoped variants for machine guns.
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102Added a "Hydrogen Pulse Jet" experimental weapon as an improvement on the hydrogen blaster that fires in slower but much more powerful bursts. Trickier to control, but much more fuel efficient for the same amount of kickback. Accessible through a new quest from Wilhelm (TODO!).
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104Added "magnification sights" item as a scope-equivalent for heavy weapons, and added "sighted" variants of gatling guns, rotary cannons, the hydrogen blaster and pulse jet, and the Aetherkin heavy blaster that behave the same way other scoped weapons do.
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106Adjusted some damage values and rates of fire that didn't make much sense - DPS unchanged or buffed in all cases (total across all three damage types). Now weapon variants are much more consistent in how they differ from the base weapon:
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108Rapid: Only applies to one shotgun variant now - faster ROF.
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110Serpent: Half damage physical, half chemical. More total damage but generally less physical than standard. No ROF change. DPS usually greater than standard and less than or equal to Vulcan. Light Poison Effect.
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112Vulcan: Half damage physical, half elemental. More total damage but generally less physical than standard. Higher ROF for automatic weapons, up to double but often less. Usually somewhat less damage per bullet if higher ROF, but more DPS overall. DPS usually greater than or equal to Serpent. Burning Effect.
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114Impact: Pierces one block and typically does much more damage per bullet than standard. Sometimes slightly lower ROF for automatic weapons, compensated by even higher damage. DPS similar to Vulcan, may be slightly lower or higher depending on weapon.
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117Renamed existing Flame Thrower and Fire Blaster with a "Prototype" prefix, and added better versions of both with their former names - accessible through new quests from Wilhelm (TODO!). Also added Acid and Venom Sprayers and Blasters for chemical damage instead of fire - also can be gained through Wilhelm's quests.
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119Both types of Flame Thrower and the Acid/Venom Sprayers now produce sticky projectiles that continue to inflict damage as long as they exist. Can harm the user if walking into projectiles or shooting at feet.
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121Quality and master craft versions of all elemental/chemical blasters and sprayers now have projectiles that inflict higher damage - previously only initial impact damage was boosted.
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123Unlike other weapons that just increase damage for quality the master craft items, the hydrogen blaster and pulse jet now also increase recoil by 15% and 30% respectively, since that is the real use of those weapons.
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126Added armored balloons (idea from derpderp3200's unfinished mod). All balloon types can now be made with an outer layer from either cloth (original), leather, or any type of basilisk scales. Unlike standard cloth balloons, armored balloons are not color-coded for their contents (TODO add some other way to differentiate them), and are instead colored according to their material. Leather balloons appear similar to but are slightly different from hydrogen balloons in color, and have a visibly leathery texture. Scaled balloons are colored the same way scaled clothing is, and have a visibly scaled texture.
127Also, while leather only provides a durability increase and a reduction in elemental, chemical and falling damage weaknesses, Scaled balloons reduce all damage except falling significantly, though falling damage is somewhat reduced as well. Emerald scale balloons are the best at resisting acid, while crimson scale balloons have the best resistance against fire, though both are mildly resistant to the other type as well. Violet scale balloons are highly resistant to both acid and fire, though not to quite the same extent as the more specialized scales - violet scale is also the best at physical resistance however.
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130Fixed shock absorption boots not reducing fall damage as they are apparently supposed to. Now they all reduce fall damage by 25%, except for cloudstone boots, which reduce it by either 40%, 42.25%, or 44.5% depending on quality. This is just an addition of 25% on to their existing reduction, which came from being cloudstone items and not the shock absorption nature of the item.
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133Added graphics for platforms and supports of every metal that didn't already exist, but they are unused due to there being no known way to add custom block types that aren't baked into the executable. TODO: Add code for these platforms and supports if game updates to allow this.
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136Added missing variants for the triple deadly poison throwing knife (only bronze existed), added colors to all throwing knife sprites to indicate material, and made them retrievable if they hit blocks or other stationary objects (from derpderp3200's unfinished mod). Knives can be retrieved after a while of being stuck when they pop free - they can however appear partially behind/inside objects, so destroying blocks/objects in the area should reveal them if they cannot be found. For triple knives, each projectile is retrieved separately as a single knife of the same type.
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139TODO: Add hybrid throwing knives as separate recipe that allow for special effects. Adamantium + Cloudstone make a knife that is unaffected by gravity (forceOfGravity = 0) but hits as hard as (or maybe slightly less than) an Adamantium knife - should also be poisonable. Vulcan Steel + Firestone make a knife that does additional elemental damage and has a burn effect - probably should not be poisonable.
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142TODO: Add fireblade as recipe derived from vibroknife (new quest following vibroknife and firestone discovery, or just add to existing vibroknife recipe). Alternatively, only tie it to firestone - maybe have someone give a quest to test it after firestone is obtained.
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145TODO: Add ship armour plating (not blocks) that is the size of multiple blocks and has higher damage resistance than blocks of the same type. Add a special Kraken shell variant made from shell blocks that will be repairable.
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148TODO: Add chargestone - special material similar to firestone with superconductor-like properties. Ingots crafted from heartstone and lodestone, which is crafted from iron and stone. Add propellers and engines based on chargestone - some texture editing needed. Maybe use this for magnetic turrets. Also see if a use can be found for lodestone alone. No blocks possible, but not really necessary.
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151TODO: See if rocket engines can be added - some unused code exists. May or may not work, but needs textures that don't exist.
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154TODO: Add tip jet propellers - especially if rockets do work. Shouldn't need too much texture editing.
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158Recipe changes:
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161Made changes to recipes to accommodate items mentioned above.
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164Added recipes for driftstone door and roof - obtained the same way other driftstone recipes are.
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167Made platform and support crafting yield more items.
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170Changed poison throwing knife recipes to craft 25 knives at a time (from derpderp3200's unfinished mod).
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173Added alternate recipe for hydrogen that allows filling gas tanks straight from a water source.
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176Added bulk crafting options to some items (idea partially from Era's Mod by rtcvb32, TODO: more recipes). However, this presents a problem for recipes with more than one variable ingredient, as all possible combinations must be defined. This means that it is now possible to combine ingredients in the wrong proportions. In some cases, like with metal ingots, this results in a junk item (i.e. charred iron slag/scrap/art, jade bronze slag/scrap/art, etc. - slag, scrap, or art depends on crafting skill) that can be converted back into the starting metal or the final product depending on crafting skill - but some material will be lost (when the junk items are generated). In other cases, like when filling containers with gas, the resulting amount will either be filled containers with the excess gas source lost, or empty containers with the insufficient gas source lost.
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179Added the option to convert metal blocks and most placeable items back into ingots (idea partially from Era's Mod by rtcvb32). For items made of more than just metal, only the metal is recovered. For some items made of multiple metals, they can be broken down into either type of ingot(s). (TODO more items)
180New recycling recipes have been added for all metals. For most metals, there are 4 - one for blocks, one for simpler placeables (doors/roofs/windows/workstations, etc.), one for machinery (propellers/engines/grinders, etc.), and one for turrets (TODO add more if needed).
181For metals that don't require quests to unlock, they are available immediately (TODO: maybe make a recycling quest to unlock them?)
182For Jade Steel, Vulcan Steel, and Cloudstone, the recycling ingot recipes are unlocked at the same time as the regular recipe. If the regular recipe is already unlocked on load, the corresponding "recycling" recipe will also be unlocked (TODO, console commands for now).
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185Added a recipe for Aetherkin Ammo (1x firestone ingot, 1x capacitor, 1x copper wire = 150x Aetherkin Ammo). Unlocked when any aetherkin weapon recipe is obtained. (TODO: change firestone to chargestone if/when chargestone added).
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188Added the ability to use the vulcan furnace as a regular smelting furnace (from derpderp3200's unfinished mod).
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191Changed grappling hook and grappling gun recipes to use more rope matching their range (idea from derpderp3200's unfinished mod).
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194Changed machine pistol recipes to use 2 springs instead of 4.
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198Quest/Conversation/Text changes:
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201TODO: Add new quests for experimental weapons and recycling.
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204Fixed some minor spelling/grammar errors.
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207Changed/added some item descriptions - most "This is a <item>" style descriptions replaced (TODO more) (most from derpderp3200's unfinished mod).
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210Added temple names to most tablet fetch quests (idea from Era's Mod by rtcvb32).
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213Removed the censor on Walther's speech (from Era's Mod by rtcvb32).
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216Changed/added some loading screen tips (most from derpderp3200's unfinished mod).
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220Area changes:
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223Added trace amounts of titanium to the wild layer (from derpderp3200's unfinished mod).
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226Increased plant cotton drop from 1-5 to 2-8 (idea from Era's Mod by rtcvb32).
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230Graphics changes:
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233Added/changed graphics to accommodate changes mentioned above.
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236Added some new icons (TODO more) (most from derpderp3200's unfinished mod).
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239Added new textures for shotguns, sawed-off shotguns, automatic rifles, sniper rifles, and liquid/gas sprayer-type experimental weapons as well as separate textures for all scoped variants (most from derpderp3200's unfinished mod). TODO create new textures for aetherkin weapons.
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242TODO: Fix depth maps for side windows and balloons.