polygone Posted April 18, 2015 Share Posted April 18, 2015 (edited) Steam Page:http://steamcommunity.com/sharedfiles/filedetails/?id=427305042~~~~~A magic-powered shock box to light through your worst nightmares!~~~~~This mod adds a third tier of science gear, made craftable via an electric generator. With that in mind, everything in the crafting recipes of the mod are renewable, with a focus on timed gear via the spoilage system rather than a durability percentage.~~~~~The Generator: The most important part of the mod. Use an alchemy engine to craft it, and it's the only thing in the mod that requires a non-renewable resource: a gear. Once placed, the generator can also be opened to reveal a six-slot inventory, used to recharge batteries.Battery: The allmighty battery is used to recharge dead or otherwise uncharged power tools and armors. When first crafted, a battery will have no charge. It needs to be put into a generator and left alone for a while to become charged, then can be refined with any power tool to recharge it.Energy Sword: Stronger than a ham bat, but weaker than a dark sword. This sword is a basic rechargable weapon. Note that unlike the ham bat, the energy sword's damage won't decay as it spoils, but it will lose a small amount of charge when attacking. It also has the same base spoil time as a ham bat (ten days).Electric Axe/Electric Pick: The electric axe and electric pick serve as the basic power tools for your deforesting/mining needs. Each lasts a day for their respective chores, but can be used as many times as desired during that time frame.Charged Tunic: Offers the protection of a log suit, and grants a 1.2x speed boost to the wearer. It lasts a base time of ten days, but loses small amounts of charge when taking damage. When uncharged will still function as armor, but will slow down the wearer instead of speed them up.Static Frock: While only offering a grass suit's protection, this garment glows in the dark and will damage any attackers unfortunate enough to try and hit the user. In order to sustain the extended light, the user will have to recharge this with two batteries instead of one.~~~~~...So what's the catch? If you get too dependant on the power tools, or try to keep them all charged constantly, you'll run through batteries like a mighty wolfgang does food. And batteries aren't cheap, in fact they cost gold and moon rocks. No meteors, no batteries. No batteries, no power tools. But as long as you aren't addicted to the moon walls, you probably have some moon rocks just lying around. And if you need gold, just feed some monster jerky to the pig king.~~~~~TODO:-Static Frock's abilities don't work. None of them. It's crafting recipe is disabled until I can get them to actually function as they should.-Neither armor shows up on the character/has any player animations, and this should be fixed.-Neither armor has a custom inventory/ground sprite, and are currently using logsuit as a placeholder image.-Sprites in general suck and need a redo. (I like the generator though actually, that might stay...)~~~~~With all that out of the way, I'm wondering if there are any artists out there who'd be willing to help with this. As amazing as my stick tools are, they really don't match with the Don't Starve theme and I could use some help spriting them.I also have plans for other mods that branch off of and expand the content in this one. It'll essentially be optional extra content that users can mix and match if they so choose, with this mod being the 'core' mod that would be required no matter which sets of extras you want. So I'll potentially want some help with the sprites for that as well when that comes up.~~~~~Current far-future plans for addons, subject to change:>The Core-A 'Dark Core' that acts as a Tier 4 magic machine. (Science/alchemy are tier one) Allows crafting of shadow batteries and dark tools. Shadow batteries charge in this core similar to normal batteries in a generator.-Dark armors that drain sanity but with powerful strengths.-Shadow tools drain sanity while in use, but last far longer than normal power tools.-Excessive use of evil tools and armors may attract hell hounds.-Allows crafting of a tasty soup out of nightmare fuel that has some...odd...effects...-An evil staff to mend wounds based off how crazy you are with limited uses. >Let there be light!-Electric campfire. Refuels with batteries and lasts a few days, can cook food.-Solar powered lamps with fairly short range. Counts as walls and must be defended from enemies that would normally destroy such structures. When destroyed can be repaired.-Charged Cane: A walking cane that's been modified to allow the insertion of batteries. On being charged, it'll emit light as well as granting a speed boost. Lasts a few days before needing to be recharged, and doesn't lose it's speed while uncharged. >Tinker's Delight-Refinery: Can be given sets of items to turn them into other things. This will generally be used to cause gears, gems, and moon rocks to be much more easily renewable. Should be somewhat expensive similar to the generator, but using completely renewable resources. A failed recipe will result in a similar item to wet goop, but this new item will have practical uses elsewhere.-Slotted armor: Marble armor carved with two-three slots to allow the insertion of gems. Different types of gems have different effects on the armor, and can be mix/matched depending on the needs of the user. Once inserted, gems can't be taken out. Can't be recharged.-Dispersion Field: An electricity-fueled rod that provides an AoE healing effect to nearby players, and can be recharged via batteries. Somewhat expensive to make, and will be attacked by any monster that is willing to destroy walls so must be defended. If destroyed, can be repaired at a reduced cost.-Expensive multi-part recipe to create a mechanical hound that follows the nearest player. Will attack and defend as it's current master needs it. Can be destroyed in combat, but can be healed just like any other 'living' follower as well as having a slow regeneration. >Blitzkrieg-Various extra weapon styles that focus on speed, whether it be movement or attack speed. May trade off some damage.-Light armors with varying effects, from slow regeneration to speed boosts to providing a low level of light.-Craftable mini-minions that run off their own power once crafted and will follow the creator into battle. Somewhat weak, but they're fast and burrow into the ground on death, turning into ordinary tooth traps. They can also heal between battles if they survive. >Warpath-Planning Table: A tier 4 science machine used to prototype megabot components.-Constructor: Combine basic megabot components to get back various megabot pieces.-Assembler: Single-use framework structure that combines megabot pieces together. On activation, will transform into a giant boss monster depending on the pieces used. Failure to create a specific bot will result in a Mangled Mess. The Assembler itself isn't that expensive. (Despite being a 'bot', the giant spawned will have the normal drops/behaviors of said giant and include all four RoG giants when the official update comes around...This allows all giants to be fought at any season, albeit with a resource cost.)-Mangled Mess: A mechanical trash pile monster that charges at foes similar to a guardian/clockwork rook. Can also summon various clockwork minions to fight for it, is immune to fire and ice, and can't be put to sleep. Drops gears, frazzled wires, and random megabot components. Highly recommended to be fought as a group, if done at all.-Cleric Staff: Electric staff with a slow regenerating effect that can be cast to heal allies. Casting the wand will quickly drain the battery on it, and it must be recharged when fully used up.-Necromancer's Staff: A staff with three uses that can revive other players from a short distance. Can be recharged at a hefty battery cost.-Overcharged Bludgeon: Deals a whopping 100 damage, far outclassing even a Dark Sword. If used to attack another player, will also deal 50 damage back to the user, so beware. Normally lasts two weeks, but loses a day's worth of charge each hit, and is expensive to recharge. With that in mind, it's possible to nearly kill a Deerclops with a single charge, and with the second can be done in a mere 20 hits. (Note: Characters with damage boosts such as Wolfgang will be able to use a single charge to kill even a Deerclops.) Edited April 27, 2015 by polygone Link to comment Share on other sites More sharing options...
Zillvr Posted April 18, 2015 Share Posted April 18, 2015 (edited) @polygone, spoiler tags are done as follows: Just quote my post and you'll see how it's written.message within spoiler.If you need any other special bbcodes, you can find them just on the top left of this text box, right beside the erase format button. I hope that helps, I will try your mod out on my next game session. Cheers. Edited April 18, 2015 by Zillvr Link to comment Share on other sites More sharing options...
polygone Posted April 19, 2015 Author Share Posted April 19, 2015 @polygone, spoiler tags are done as follows: Just quote my post and you'll see how it's written.message within spoiler.If you need any other special bbcodes, you can find them just on the top left of this text box, right beside the erase format button.SpecialBBcode.png I hope that helps, I will try your mod out on my next game session. Cheers. Huh. I tried that before and it didn't seem to work. Is now though, so strange. Anyhow I can't really easily use the BBcode button thing because my computer doesn't really like these forums so I can't do much of anything unless I switch to the basic editor, which kinda sucks but meh. At least bold/underline/italics works. xDAnyway, updated the OP with some future plans for add-ons for the mod if you or anyone is interested to see what I have planned. Link to comment Share on other sites More sharing options...
Enceos Posted April 20, 2015 Share Posted April 20, 2015 I really love the ideas of this mod!Are batteries one time use items? Do charged items return them after discharging? Even though moon rocks are a renewable resource, I find them to be very scarce. One would need to spend a week in the Rockyland biome to get a couple. Link to comment Share on other sites More sharing options...
polygone Posted April 22, 2015 Author Share Posted April 22, 2015 I really love the ideas of this mod!Are batteries one time use items? Do charged items return them after discharging? Even though moon rocks are a renewable resource, I find them to be very scarce. One would need to spend a week in the Rockyland biome to get a couple. At the moment, batteries are single-use unfortunately. I forgot to put it in the future plans thing, but I'm also going to work on getting some way to recharge dead tools without it being so expensive as far as moonrocks go. For now, I'd recommend turning the actual meteor showers to more. (The meteor icon, not the crash spot one!) Might look at making uncharged batteries drop when tools uncharge though~ ;P Link to comment Share on other sites More sharing options...
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