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Bob's Clock modification

Posted: Fri Mar 01, 2019 10:28 pm
by tungsten33
Made some changes to Bob's Clock for my own satisfaction. I didn't want to release it as my own mod, but if anyone wants to use, here it is.

Re: Bob's Clock modification

Posted: Sat Mar 02, 2019 12:06 am
by bobingabout
I don't mind people playing around with editing my mods, I consider that as learning, but, the licence does state that you're not supposed to distribute edited versions of my mods.

Though, I am looking for ways to improve my clock mod, what I wrote was basically just thrown together (I started working on it just before 0.17 hit, so didn't have time to do much before I switched over to getting my mods in a releasable state)
I'm curious as to what you did, and am open to any suggestions that you think might improve my mod.

Re: Bob's Clock modification

Posted: Sat Mar 02, 2019 12:16 am
by fishycat
bobingabout wrote:
Sat Mar 02, 2019 12:06 am
I don't mind people playing around with editing my mods, I consider that as learning, but, the licence does state that you're not supposed to distribute edited versions of my mods.

Though, I am looking for ways to improve my clock mod, what I wrote was basically just thrown together (I started working on it just before 0.17 hit, so didn't have time to do much before I switched over to getting my mods in a releasable state)
I'm curious as to what you did, and am open to any suggestions that you think might improve my mod.
I like the design of tungsten's take on your mod, small, clear, simple and a good visibility. The only thing that disturbed me in your original bobclock was, that there was no option to set the update interval, ie like every 15 or 30 minutes.

Re: Bob's Clock modification

Posted: Sat Mar 02, 2019 2:55 am
by tungsten33
bobingabout wrote:
Sat Mar 02, 2019 12:06 am
I don't mind people playing around with editing my mods, I consider that as learning, but, the licence does state that you're not supposed to distribute edited versions of my mods.

Though, I am looking for ways to improve my clock mod, what I wrote was basically just thrown together (I started working on it just before 0.17 hit, so didn't have time to do much before I switched over to getting my mods in a releasable state)
I'm curious as to what you did, and am open to any suggestions that you think might improve my mod.
Yeah, it didn't feel right to release it as a different mod (considering all i did was edit yours), so I just posted here. I wanted to mod the clock to look more clock-like and only update the main clock every x minutes, so I just started learning. I styled the button, added a custom font, and included a setting to update per x game minutes. Feel free to merge anything into your clock mod, or if you tell me where to submit a pull request, i'll do it there. Thanks for your mods!

Re: Bob's Clock modification

Posted: Sat Mar 02, 2019 1:12 pm
by bobingabout
There are no pull requests.
however, I'll look at adding the steps option into my version, and using a not quite so freaking wide button style on my mod.

I do like the font, but I don't think I'm going to use it.

Re: Bob's Clock modification

Posted: Sat Mar 02, 2019 5:11 pm
by fishycat
Now it has it all :D thanks for the settings. ok, the red font is nice, but thats a minor thing. Maybe make it optional?

Re: Bob's Clock modification

Posted: Sat Mar 02, 2019 5:34 pm
by bobingabout
fishycat wrote:
Sat Mar 02, 2019 5:11 pm
Now it has it all :D thanks for the settings. ok, the red font is nice, but thats a minor thing. Maybe make it optional?
the colour and the font are actually 2 seperate things. I can make the existing font red, or include Tungsten's digital clock font, or both. I guess I could have options to change each independently too.
It's not something I was planning to do though.

Re: Bob's Clock modification

Posted: Sat Mar 02, 2019 6:54 pm
by fishycat
bobingabout wrote:
Sat Mar 02, 2019 5:34 pm
the colour and the font are actually 2 seperate things. I can make the existing font red, or include Tungsten's digital clock font, or both. I guess I could have options to change each independently too.
It's not something I was planning to do though.
I'm already happy with the changes you did. Anything else that might come, would be a nice bonus, but isn't that important.

Re: Bob's Clock modification

Posted: Mon Apr 08, 2019 4:21 pm
by fishycat
Thanks a lot for all the settings, now it is perfect! :D

edit: oh and a big thumbs up for your new thumbnails, they really look good.

Re: Bob's Clock modification

Posted: Mon Apr 08, 2019 4:43 pm
by bobingabout
fishycat wrote:
Mon Apr 08, 2019 4:21 pm
Thanks a lot for all the settings, now it is perfect! :D

edit: oh and a big thumbs up for your new thumbnails, they really look good.
I still need to update all of them to include the new thumbnails, descriptions and changelogs.

Also, done A LOT of updates on my end that haven't been released. I added lots of settings to enemies mod that really makes them brutal.

And of course, I put a mention of Tungsten in the clock mod, since he inspired a lot of the changes.

Re: Bob's Clock modification

Posted: Mon Apr 08, 2019 5:07 pm
by fishycat
bobingabout wrote:
Mon Apr 08, 2019 4:43 pm
I added lots of settings to enemies mod that really makes them brutal.
So that sounds really interesting and fun. Can you spoiler already some infos on that?

Re: Bob's Clock modification

Posted: Mon Apr 08, 2019 5:22 pm
by bobingabout
fishycat wrote:
Mon Apr 08, 2019 5:07 pm
bobingabout wrote:
Mon Apr 08, 2019 4:43 pm
I added lots of settings to enemies mod that really makes them brutal.
So that sounds really interesting and fun. Can you spoiler already some infos on that?
Well, firstly the nerf. Elemental (bob) nests only appear at a range of 5 now, instead of 1 (whatever the number means)
Added Super nests that have more health that appear at range 10. at max evolution factor they only spawn titans, behemoths and leviathans.
Added an option to set Leviathan frequency between 1.0 and 0.0, default is 0.05. 1 would be about 60% for a super nest or 45% for elemental. 0.05 is around 7.5% and 4%
Added a "increased health" option that makes all my new enemies harder to kill except Leviathans, makes the health increase more linear per step. (or logarithmic, because it doubles to quadruples per step)
Added an option called "Bigger sooner", I know, terrible name, it scales the evolution factor and enemy sizes even more linear, meaning when big biters usually show up, you'll already be getting huge biters, etc.

And they're all options, off by default, but if you want more of a challenge.

Re: Bob's Clock modification

Posted: Mon Apr 08, 2019 5:45 pm
by fishycat
bobingabout wrote:
Mon Apr 08, 2019 5:22 pm
Well, firstly the nerf. Elemental (bob) nests only appear at a range of 5 now, instead of 1 (whatever the number means)
Added Super nests that have more health that appear at range 10. at max evolution factor they only spawn titans, behemoths and leviathans.

I would assume these numbers mean chunks. Could you make the ranges an option, too?
I'm looking forward to these changes, I love a good challenge. Also because I'm using QoL mods that may be a little cheaty, like autofill, I feel a little bit better then when the enemy gets a good buff. :lol: