ATLAS
Klinger Additional Parts V1
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Update: Aug 8, 2022 @ 2:01pm

*the harvest rate of the fish traps and the fish farm has been changed, these two structures now also have harvest limits that when reached they stop harvesting.

*The inventory of the fishing hangar structure has been reworked, possibly the problem of docking the traps has been resolved.

*The fish trap depth tolerance has been changed.

*Paint regions have been added to the chaser Cannon and Triple Chaser cannon.

*new paint regions have been added for cargo fish and all wooden structures, the paint also adheres better to these structures as it does to decks on additional ships.

*the values of each type of fishing have been adjusted, rarer animals will now provide the player with more gold coins.

*All figureheads have been reworked in their materials, now they don't have a bluish reflection and the paint sticks better.

*Items such as the mod's gunports, cargo box and a dozen items have also been reworked into their materials to address current and future issues.

*All models and dock versions received refinements about their interaction with the ocean, I would like to do more tests on some ideas that you gave me about making it easier to anchor ships when they are close to them but I will leave that for a future update.

Update: Jul 29, 2022 @ 5:25am

*Fixed the critical issue of the mod blueprints no longer showing quality status when acquired by defeating pirate ships, theoretically those already collected will return to their previous status but there is a risk of this not happening.

*Fixed the issue where it was only allowed to cast fish traps on top of the crevice (which was a good idea) maybe I work on a new type of trap to be cast only in the crevice, now it can be cast everywhere open sea, it is still not allowed to launch the fish trap near the islands, maybe I will change that, but I like this trap working like this.

*possibly the problem of returning the traps to the hangar has been solved, I say "possibly" because in my singleplayer tests and inside the devkit the traps are returning normally to the hangar.

*The price of the FishMonger_Table structure has been adjusted.

*some other small adjustments were made.

Update: Jul 27, 2022 @ 2:22pm

*The brazier's Inventory system went to work and now presents a window for creating glowing ammo so the player knows when this type of ammo is being produced.

*The brazier will consume less fuel, it will take less time to create the glowing ammo, and the glowing ammo will take longer to become normal ammo.

*Issues with icons getting hidden in structures: mill, Industrial forge, makeshift forge, brazier, have been resolved.

*Triple Chaser Cannon now has a lower rate of fire between 3 shots but its reload time has been increased.

*The amount of cursed bones for the cursed captain skin repair has been adjusted.

*Issues related to character skins when equipped on female characters has been resolved.

*A test was done on crafting features for some mod items for servers that have stack mods.

*The mod's figurehead collision with the exception of the king of bones figurehead has been removed until I find a solution to the collision problem on small ships.

*Variant versions of all snow covered docks have been added, it is necessary to press (T) to change the model in its Snow version, some other items like the mill also received this version.

*New playerShops were added, a small version with 3 variants and a medium version with no variant were added, they have their own lighting and consume less gold.

*The crafting inventory of the mod's smithy tables has been updated, it is now possible to craft structures that have been added to the vanilla game up to the date of this update.
*The root mod item creation folder has been reworked to make it easier to find Klinger Additional mods items in the mod's smithy's desk inventory and in the player's inventory, until all mods are updated to these new folders will exist two main folders for creation, it will be like this for a short time.

*some mod items like small cargobox, ship loon, ship smithy, beds, wooden items and various other mod items will now also have their creation in the player's inventory.

*Added a new drink that can be created in the mill of the additional mod, it has the ability to raise all 4 vitamins at the same time but be careful, animals don't like the smell that stays on you after you consume this drink 😛

*The way the way large fireworks fall has been changed.

*Added the item Orichacum in the industrial forge to the crafting inventory.
(Now let's get to the main part of the update)

The fishing system has received a rework with the aim of bringing more immersive fishing with the aim of improving the obtaining of ocean resources and to create a new means of obtaining gold for new players and for veteran players, the new items are:

1-Additional Fishing Rod:

*A fishing rod with larger dimensions that does not deteriorate with use and does not have a refill, it has a fixed hook that does not require the placement of sap or worms.

*Now when a seabass is hooked you will get the Seabass itself in your inventory, and some gold coins, if you hook a tuna you will get a tuna in your inventory and some more gold coins, this goes for each animal that it can be sin, you no longer get the resources like leather or fish meat, you will get the very fish you caught.

*If you want the resources of the fish you caught you just need to press (Use) and you will randomly receive the amount of resources that fish gives you.

2-Fishing Trap Hangar:

*A hangar with the ability to launch and retrieve the mod's fishing structures from the sea.
3-Fishing Trap:

*A fish and crustacean trap that can only be thrown in the open sea far from the coast, it has the ability to capture simple and rare marine animals, some extremely rare but they will come in a pile of fish that you will need to separate them, this fish pile spoils fast, so be quick to do this by pressing(Use).

4-Fishing Trap Refill:

*This is the refill of the Fishing Trap structure, after created it has a very short spoilage time and a high weight in your inventory, making it necessary to place the item on the ship's deck to prevent the fish trap from deteriorating, the Fishing Trap structure If there is this structure to be created, it will be necessary to take the Fishing Trap refill structure on your ship's deck, place it in the Fishing Trap Hangar inventory and create the Fishing Trap item, so that it can be launched overboard, the player will need to collect the fish trap for the fishing trap to obtain the fish that were caught, the player will also be able to pick up the structure of the trap that will be floating in the ocean and so she will get the Fishing Trap refill item in her inventory.

5-Fishing farm:

*This structure works in a similar way to the fishing trap structure, the difference is that it does not require it to be launched far from the coast of the island, but it is necessary that it requires a little more care with this trap since it has collision with other ships, which can cause its destruction if it is run over by other ships.

*Its harvest is based on simpler fish and very rarely some rarer fish, it also has the ability to collect seaweeds, its harvest time is much longer but it does not require a hangar to recognize its resources.
6-Fishing farm:

*It has the exact same function as the Fishing Trap Refill structure, without any difference.

7-FishMonger Table:

*This is the work table for refining your fish, you will be able to extract resources from your fish in a better way, it also has a small water storage that will minimize the chances of your fish spoiling when it is in your inventory but not preserves meat collected in your inventory, so always remember to remove meat to a location that won't spoil.

8-SmallFishBasket:

*A small fish storage basket that prolongs spoilage time and reduces the weight of your fish.

9-MediumFishBasket:

*It has the exact same function as the previous item with the addition of some sloots to the price of space on your vessel.

10-CargoFish

*It has the function of storing your fish, it is a water tank, it has a large water reservoir, which greatly prolongs the durability of your fish while reducing the weight of your fish for a high cost of space. on your ship.
11-Fishing shop

*This structure can only be created by your server administrator.

*with this structure it is possible to sell the fish you caught for gold coins, it is also possible to buy some fishing items in this shop.

*I recommend placing this store in freeport cities, and isolated islands that it is interesting to have a store like this for adventurous players or in the case of pve servers, in ports already known to everyone for trade, this store does not receive damage, it is important that players in pvp servers do not have access to create this structure.

*this store also has a snow covered variant.

Update: Jun 20, 2022 @ 10:38am

*Mill and industrial forge have been reworked again, issues with lag and server crashes when opening the inventory of these items resolved.

*The mill can now Store water.

*New consumable items have been added to the mill.

*The first alcoholic drink of the mod was added: Brazilian Cachaça :D

*Problems with the paracer statue that was getting in the way of animal spawns have been resolved.

*A new material has been added to the rocks of the statue of paracer.

*The issue of not being able to create test skins from the mod has been resolved, now you create an item that needs to be taken to your inventory and consumed in order for the skins to be added to your inventory.

*A new full armor skin/piece was added to the mod, Cursed Skull Captain, was chosen to add as if it were a piece of clothing so that players have more freedom to choose their clothing pieces and other skins in conjunction with this cursed skin.

Update: Jun 13, 2022 @ 9:10am

*All figureheads received complete rework, both in their mechanics and 3D mesh to avoid collision problems.

*A whole pickup structure was added for 70% of the mod's items, items that already had pickup now have a time to apply this action to avoid accidents, for this option I had a little help from Melons, thank you very much for your help .
*The figurehead tiers have been removed.

*New figurehead added: King of Bones, an ancient classic figure made for a long time as study material, now available in the mod, has received a severe rework focusing on the problems its original item had, one of which I highlight its optimization , this figurehead is exclusive to the Brigantine and Corsair Brigantine ships.

*It is now possible to create steering wheel skins and sail skins in the Sea Man FigureHead structure.

*The creation of the Sea Man FigureHead structure is now in the survivor's inventory.

*The mod's item lanterns received the same rework as the ship's lanterns, being off during the day and lit at night.

*New helmet skins have been added:
BoneRex, TrikeBone, Wolf Hunter.
These 3 skins were a test for future mod content.

*All crafting mechanics for Industrial Forge, Mill and Improvised Forge have been reworked.
*A new Deck Door Variation has been added, Deck Window Frame V1, yes we will have new versions of this item in the future.

*The first item of the mod for modular ships was made, Modular Door, A structure that is the sum of stairs, door and walls for modular ships with the aim of sealing the entrance of the lower decks in modular ships that have the deck open, I would like to work on more models like this.

*New industrial item added:
Vault, it has a gigantic resistance but it is not possible to place more than 1 in a large area, it has no pickup and its demolition does not return resources, it cannot be added on top of structures but it can be added on top of the mod fits, either can be placed under water.

*Chaser cannons now no longer fire on figureheads.

*The 3D mesh of the ship forge has been reworked.

*New defensive structure added: Watchtower, it fires a flare high when it spots an enemy ship, player or enemy animal, its ammo is the Large Flar Gun, it uses the same fuels as the defensive turrets but its consumption is greatly reduced , you can only add them far apart.

*New themed reinforced dock has been added: ARKtetos Dock, it has no function, just decoration.

*A distance limiter has been added to the Central Dock structure, making it no longer possible to add them too close to each other, this change aims to prevent this structure from being used to disrupt the landing of enemies.
*Added new defensive structure: Wall of spikes

*Problems with the brazier have been resolved.

*The mod's Armadured Dock placement limit distance has been reduced.

*The crafting time for the Cannon Bolt has been reduced.

*Improved cannon smoke issues have been resolved.

*A great friend has returned aboard one of the mod's crafting structures.

*Now it is no longer possible to add any structures from the underwater mod.

In case I forget something I will edit these patch notes

Update: May 30, 2022 @ 6:08pm

*New cannons added:

(Improved Ship Cannon)

This cannon aims to replace the medium vanilla cannons and become the base plate for future additional mod cannons, It has its own reloading and firing animations, it has the ability to fire medium incandescent ammunition and all its ammunition has a projectile speed improved by 10%, its base damage is 5% stronger than vanilla cannons, consequently it is a little more expensive to create and also a little heavy, it has slight changes in its appearance, a more robust truck hub, a frame in more robust wood and larger wheels.

(Chaser Triple Canon)

A cannon totally inspired by the triple cannon of pursuit of the flying Dutch ship from the movie Pirates of the Caribbean, It has the same configurations of the cannon already existing in the Chaser Cannon mod with the difference of having the ability to fire 3 times in a row before reloading, it is more impressive than normal cannon chaser and its firing angle is also smaller, this is a very heavy cannon.

New structures added:

(Normal hammock bed and coconut hammock bed)
A hammock that can be placed on the roof of ships and bases, in addition to a spawn point can also be used by players and npcs to lie down, its coconut variant version can be positioned directly on the floor of an island without the need for foundation.

(Improvised Forge)
This structure was developed to facilitate the player's start and improve access to cannons and weapons dependent on ingot metal for crafting, it does not require knowledge of metallurgy and consequently burns all types of metal in metal bars of poor quality, another of its mangens do not depend on other components to create metal ingot, it has an extremely slow burn and an exaggerated consumption of fuel.

*General changes made in Additional parts mod

*industrial forge and mill have been reworked and now the creation of products in these structures is much more efficient, for the creation of base metal ingot now only simple base metal is needed.

*the industrial smithy table skill has been added to the mod's base smithy table to make it easier for players to access the new industrial items and to solve server issues that didn't have the islands with the specific locations for the industrial smithy table crafting, It is possible to learn the crafting of the industrial smithy table in the industrial skill tree of the industrial skill of the additional mod itself,
If you have ideas for things that could be done for the new vanilla industrial era that I can do, don't forget to let me know about it in the ideas room on the mod's official discord.

(New ammo added)

*Large Flar Gun:
Currently it can only be used by the bombard cannon, extremely light and cheap, it has the ability to reach high altitudes, a greater brightness and has a great bang that can be heard over great distances, I plan to work more with this type of ammunition in the future.

(Some fixes and changes)

* Fixed an issue where the brazier structure was not creating medium incanceable ammo.

*Partially fixed crash issue when opening mill inventory.

*Values and weight of the bombard cannon have been changed.

*Chaser cannon reload time has been changed.

I hope I remembered everything, if I remember anything else I'll edit these patch notes.

Update: Apr 23, 2022 @ 8:41am

*An issue was found yesterday it was only possible to create items in the new structures using the resource base, the issue has been resolved.

Update: Apr 23, 2022 @ 7:33am

New ammo added:

*Incandescent Mortar shot:It can be created in the brazier structure, it has the ability to cause area fire, it has less radius of action and a little less damage, but if you add the base damage with the fire damage tick the damage is greater, it can only be used in the Naval Mortar cannon.

*Naval mortar has been reworked, its base damage has been decreased and its firing range has been decreased, however its reload time has been slightly increased, a mesh structure and controls have been reworked and it now has a better firing angle.

*CannonBolt's crafting time has been drastically reduced, its gunpowder cost has also been slightly reduced.

*All modular ship structures have been removed from the mod's blacksmith table, I really wouldn't want to encourage the creation of these ships.

* Added the mod blacksmith table to structures: TameHouse, WorkStation, Industrial Smithy, Ore Miner

*Lowered the weight of the Pursuit Cannon when placed in an additional mod's gunport.

New auto-creating industrial structures have been added
*Grain mill:
1-Has the ability to manufacture Gunpowder, BlastingPowder and other features of the classic Mortar and Pestle on an industrial scale.

2-It also has the ability to make waterless ink on an industrial scale.

3-It is a stone grinder for making flint as well as making straw for using wood.

4-It also has the ability to grind wild vegetables for seed production.
*IndustrialForge:

In addition to making metal ingot automatically on an industrial scale, it also has the ability to manufacture base resource ingot, it is also possible to manufacture gem.

It has an industrial scale coal production capacity.

*New structure added: Additional SmallArmored dock:

A small dock much smaller and cheaper than the vanilla SmallArmored, its development was based on my study of the difficulty players have in making their first armor to protect their small ships and secure their flag, it also consumes less gold.

*New structures added: WoodPile

A large pile of wood that can be created in the survivor's inventory of specific woods that when demolished returns 100% of the same resource to the player, this structure has the same weight as the amount of wood to be created in the player's hand, but that when placed on the ship has the weight of 150kg, it can also be used to help with wood harvesting, when the player when getting 10k of wood can simply create a box, put it on the ground and continue collecting wood, this item was a test, if the players like the item I will craft more of these items for other resources.

I hope I didn't forget anything, a big hug and a great weekend to all 🙂

Update: Mar 26, 2022 @ 3:34am

I apologize again but this was the last update to fix conflict issues between mod sails files with vanilla Sails

*I've seen this problem exist even on official servers but I found ghost files in the mod that didn't show up in the devkit but appeared in the mod's internal folders which could possibly be causing conflict with modular planks, I'm absurdly embarrassed about it!

*Issues with the texture of the new figurehead have been resolved.

*issues with the particle emitter and sound of the new brazier mod item have been resolved.

Update: Mar 25, 2022 @ 4:02am

*Chaser Cannon has been reworked.
its appearance has been slightly changed, issues with wheel textures have been resolved.
now your position will be locked forward, your ammo received a speed and distance bonus, two new ammo types have been added, CannonBall, incandescent Cannon Ball.

*The Bombard cannon also received a new ammunition, also an incandescent cannon ball.

*The small cannon also received a new ammunition, incandescent small Cannon Ball.

*New crafting framework added: Brazier

*Incendiary ammunition is crafted using the Brazier structure which can be activated with coal or oil, just leave the ammo for a while in the Brazier's inventory and it will automatically convert from a glowing ammo, incandescent ammo will last for 5 minutes and after that time has become normal ammo, they do not receive weight reduction when placed in MunitionsStorageContainer.

*New audios were made for the Chasers Cannon.

*New figurehead has been added to the mod: Skeleton FigureHead.

*The problem when you tried to rescue a megabolt and it turned into a harpoon has been resolved.

*The small Cannon ball now emits particles when it hits the ground.

*The issue where the Smithy ship inventory did not have the same creations as the vanilla blacksmith table has been resolved.