Rosten Posted December 4, 2013 Share Posted December 4, 2013 While that might make realistic sense, it doesn't follow vanilla game logic.Also, it would be a pain in the arse trying to balance that properly.Maybe you could have it go down as the teeth are removed, surely having a tooth removed from the trap would cause it to do less damage, as less spikes are being applied to the victims feet/posterior/wateveruwannabelieve Link to comment Share on other sites More sharing options...
HoneyHam Posted December 4, 2013 Share Posted December 4, 2013 If you want it to stay the same, just say"Since there's less weight with the tooth gone, it goes up faster, hitting harder and digging deeper." Link to comment Share on other sites More sharing options...
Rosten Posted December 4, 2013 Share Posted December 4, 2013 If you want it to stay the same, just say"Since there's less weight with the tooth gone, it goes up faster, hitting harder and digging deeper."Teeth aren't exactly the heaviest things in the world Edit - Really, tooths? *facepalm* Link to comment Share on other sites More sharing options...
HoneyHam Posted December 4, 2013 Share Posted December 4, 2013 Teeth aren't exactly the heaviest things in the world Edit - Really, tooths? *facepalm*HOUNDS tooth.Big difference. plustherearefurrybouncyorangedogthingswithhornsthatcarryyourpinecones. Link to comment Share on other sites More sharing options...
Rosten Posted December 4, 2013 Share Posted December 4, 2013 plus there are furry bouncy orange dog things with horns that carry your pinecones.Am i the only one the plants my pinecones? Link to comment Share on other sites More sharing options...
Silentdarkness1 Posted December 4, 2013 Share Posted December 4, 2013 Sorry if i'm late on this, but what about Maxwell's Tooth Traps? Could those graphics be used in part? (Minus the fact that you can't see it once it retracts underground) Link to comment Share on other sites More sharing options...
Ortorin Posted December 4, 2013 Author Share Posted December 4, 2013 Look, if the damage is reduced by the number of teeth left on the trap, balancing will be an issue. They already cost a rather rare gear, and it takes 1/2 times more teeth than regular traps for the same amount of uses. These ingredients were chosen to be a balance to the automatic nature of the clockwork traps. If the damage reduces with use, then is the recipe and upkeep costs worth what you get out of it? No one knows for sure, the trap hasn't been put through real-game testing yet. Maybe once there has been 100 days or so passed in a world with the current setup, then this idea might be brought back up for consideration. Help us out by paying with the mod yourself and tell us what you think. The more feedback the better this trap can be. Link to comment Share on other sites More sharing options...
simplex Posted December 4, 2013 Share Posted December 4, 2013 Is this good simplex? Yep. ;] I made the inventory icon by taking the trap in the center and downscaling it to 64x64. I'm attaching the mod with your art (and with the reset timer raised to 8 seconds). It's still without a mod icon, since it has to be 128x128, and just upscaling the inventory image would give it a distorted look.ClockworkToothTrap.zip Link to comment Share on other sites More sharing options...
Rosten Posted December 4, 2013 Share Posted December 4, 2013 It's still without a mod icon, since it has to be 128x128, and just upscaling the inventory image would give it a distorted look.Hows this? Link to comment Share on other sites More sharing options...
ARamblingSpider Posted December 4, 2013 Share Posted December 4, 2013 modicon.pngHows this? I can make a larger version. Link to comment Share on other sites More sharing options...
simplex Posted December 4, 2013 Share Posted December 4, 2013 modicon.png Hows this? Great! ;] Here's the version with the icon. I also updated the mod description to state "art by Xjurwi".ClockworkToothTrap.zip Link to comment Share on other sites More sharing options...
ARamblingSpider Posted December 4, 2013 Share Posted December 4, 2013 Great! ;]Here's the version with the icon. I also updated the mod description to state "art by Xjurwi".Where do I put the files? I'm not familiar to installing mods.. Edit: nevermind I got it working. Link to comment Share on other sites More sharing options...
ARamblingSpider Posted December 4, 2013 Share Posted December 4, 2013 My only problem is that it seems I made the textures to thin.. Link to comment Share on other sites More sharing options...
simplex Posted December 4, 2013 Share Posted December 4, 2013 My only problem is that it seems I made the textures to thin.. They do look somewhat thin, but I think they're fine nevertheless. Feel free to change them if you want and I'll update the mod. Link to comment Share on other sites More sharing options...
Ortorin Posted December 4, 2013 Author Share Posted December 4, 2013 Nice teamwork guys. I'm enjoying this project. I died on my main world...again... so I started up a new one with the clear intention of testing the clockwork traps. I'll let you know what impressions I get. Link to comment Share on other sites More sharing options...
julz1981 Posted December 4, 2013 Share Posted December 4, 2013 Can't wait to try this out XD Link to comment Share on other sites More sharing options...
ARamblingSpider Posted December 4, 2013 Share Posted December 4, 2013 They do look somewhat thin, but I think they're fine nevertheless. Feel free to change them if you want and I'll update the mod.Considering this is my first time working on mod pictures I'm ok with the result. Link to comment Share on other sites More sharing options...
Ortorin Posted December 4, 2013 Author Share Posted December 4, 2013 This is my bare-bones camp for the testing. Even though it's not fully built, you can get a good idea of what I'm going to do. Main shot of the campI've kept the camp small to stop hounds and other mobs from spawning inside. The idea is to funnel all the mobs to the "Death Bridge". Death BridgeThe grass walls there are not a mistake, they are doors. I will incite the Bunnymen to come after me by holding some meat. They will then run along the coast to the opening of the Death Bridge and proceed to kill themselves on the clockwork traps I'll have there. This setup gives one area of traps two uses: Bunnyman farm and hostile mob defense. Where the bees go...I'll have a bee field wrap around this corner on the outside of my base. The local map I didn't take the time to really measure anything out, I'm just winging it. I think this will be an effective way of testing the traps, so I'm just gonna run with this setup. I hope I don't die before I get some good data. xD Link to comment Share on other sites More sharing options...
julz1981 Posted December 4, 2013 Share Posted December 4, 2013 This is my bare-bones camp for the testing. Even though it's not fully built, you can get a good idea of what I'm going to do. Main shot of the campI've kept the camp small to stop hounds and other mobs from spawning inside. The idea is to funnel all the mobs to the "Death Bridge". Death BridgeThe grass walls there are not a mistake, they are doors. I will incite the Bunnymen to come after me by holding some meat. They will then run along the coast to the opening of the Death Bridge and proceed to kill themselves on the clockwork traps I'll have there. This setup gives one area of traps two uses: Bunnyman farm and hostile mob defense. Where the bees go...I'll have a bee field wrap around this corner on the outside of my base. The local map I didn't take the time to really measure anything out, I'm just winging it. I think this will be an effective way of testing the traps, so I'm just gonna run with this setup. I hope I don't die before I get some good data. xDWOW, i would LOVE to have a base with a bridge surrounded by two lakes like you got!!!I would make an amazing castle with that XDOn a related note to the mod, i have two things to report, first of all, the art for the toothtrap in the creation tab is the same as the golden spear mod for me "bug because of said mod?"and second of all, when inspecting it says "placeholder description"Well, i have an idea for what Wolfgang could say, that would be in characted with his personality, make him say "Is houndtooth made poweful as i from gear" or something along those lines, but dont forget he almost alwasy starts his sentences with "is" XD Link to comment Share on other sites More sharing options...
fritoz Posted December 4, 2013 Share Posted December 4, 2013 good work everyone with this mod! im looking forward to trying it out on my next world Link to comment Share on other sites More sharing options...
simplex Posted December 4, 2013 Share Posted December 4, 2013 On a related note to the mod, i have two things to report, first of all, the art for the toothtrap in the creation tab is the same as the golden spear mod for me "bug because of said mod?" and second of all, when inspecting it says "placeholder description" That was an oversight on my end, I forgot to specify which image to use in the recipe tab, and when that happens the game uses the one for the item right above it. The fixed mod is attached below. And about the description, I think considering that the character says "Placeholder description." it's pretty clear that it's not a bug. And oh, @Xjurwi or @Blazingice26, I noticed the inventory image is gooey with white stuff. It's more visible in the recipe tab, but can also be seen in the inventory slot image. EDIT: Wait, blazingice, you did the mod icon, not the inventory image. Ignore that.ClockworkToothTrap.zip Link to comment Share on other sites More sharing options...
ARamblingSpider Posted December 4, 2013 Share Posted December 4, 2013 That was an oversight on my end, I forgot to specify which image to use in the recipe tab, and when that happens the game uses the one for the item right above it. The fixed mod is attached below.And about the description, I think considering that the character says "Placeholder description." it's pretty clear that it's not a bug. And oh, @Xjurwi or @Blazingice26, I noticed the inventory image is gooey with white stuff. It's more visible in the recipe tab, but can also be seen in the inventory slot image.I noticed that to when I was testing the mod, weird. Link to comment Share on other sites More sharing options...
simplex Posted December 4, 2013 Share Posted December 4, 2013 I noticed that to when I was testing the mod, weird. Wait, I was the one who made the inventory image from your atlas. I'll see if some rogue pixels were left behind. Link to comment Share on other sites More sharing options...
julz1981 Posted December 4, 2013 Share Posted December 4, 2013 That was an oversight on my end, I forgot to specify which image to use in the recipe tab, and when that happens the game uses the one for the item right above it. The fixed mod is attached below.And about the description, I think considering that the character says "Placeholder description." it's pretty clear that it's not a bug. And oh, @Xjurwi or @Blazingice26, I noticed the inventory image is gooey with white stuff. It's more visible in the recipe tab, but can also be seen in the inventory slot image.EDIT: Wait, blazingice, you did the mod icon, not the inventory image. Ignore that.I wasn't saying it was a bug about the "placeholder description" i was just giving my suggestion for what Wolfgang should say and stating that you guys may just have forgotten to add description Oh, and edit: in my previous post i said "Is houndtooth made poweful as i from gear"it should have said "Is houndtooth made as poweful as i from gear" Link to comment Share on other sites More sharing options...
Ortorin Posted December 5, 2013 Author Share Posted December 5, 2013 Work...need sleep...will test tomorrow...leave your message after the tone... (it never makes a tone...) Link to comment Share on other sites More sharing options...
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