Welcome to the Clockwork Empires Community Patch (CECOMMPATCH)! This project is an effort to continue development of the game Clockwork Empires that was made by Gaslamp Games. All changes are done to the exposed game files, *not* the engine itself. Decompiling the executable to gain access to those parts of the code is not part of this project, so engine-related limitations exist. Fortunately, Gaslamp Games made their engine in such a way that the vast majority of the game is moddable so it's rare to run into hardcoded issues.
The first priority of CECOMMPATCH is to fix any outstanding bugs that the game has. Great progress has been made so far, and the list of bugs is ever decreasing. After the majority are fixed, the next step will be to implement features that were removed/unfinished. A huge amount of unused 3D models, events, and gameplay features are still in the game files, and we plan to utilize as much as possible.
After that stage, completely new content will be considered. The intent of this project is not to create a "total conversion", so all custom content will be themed in a way that fits with the established style.
Unzip the contents of this zip file into your game folder (which should be located wherever Steam installed it, typically "C:\Program Files (x86)\Steam\steamapps\common\Clockwork Empires")
When prompted to overwrite the files, say "YES"
You're done! It is highly recommended to use a new save with this patch. While initial versions should work okay with other 1.0D saves, as new content is added there will likely be problems.
You'll know you've installed the patch correctly if this readme has an image-based background (assuming you moved the readme as well... which isn't necessary, but recommended).
To uninstall this patch all you need to do is "verify integrity of game files" on Steam. The original files will be redownloaded and the mod will be overwritten.
Only ~5 alerts are shown without scrolling. This is a tradeoff to fix alerts pushing the buttons off the screen.
When swapping from one save to another the alerts menu disappears until a new alert occurs (or an old one goes away). This ONLY happens when swapping between saves, and a full restart of the application will not have this problem. This is a tradeoff to fix alerts pushing the buttons off the screen.
The "Bottoms Up" and "Who You Gonna Call" achievements will not visually progress in Steam, but the achievement DOES work as intended now. The stat/progress portion is impossible to fix because the variable is unknown and all educated guesses didn't work.
When workshop/office/etc. menus are open, there is a "dead zone" below it that doesn't register clicks. This is a hardcoded issue only made obvious because of visual changes to the UI. The default game actually does this with the "Factions" menu, but now it's a bit more obvious. Closing a window before clicking will mitigate the problem.
The Trade Office menu isn't very pretty. Most of that menu is hardcoded and a good solution hasn't yet been found.
Steam Group: http://steamcommunity.com/groups/cecommpatch The Steam Group is the ideal place to keep up to date with the project, as well as discuss changes and report bugs. It's a public group, so no invite is necessary. Please adhere to the rules set in place though, as this is *not* the place to bash Gaslamp Games or troll.
Current Issues/Features: https://github.com/SickBoySB/cecommpatch/issues The current list of issues, features, etc. being tracked and worked on. This is not necessarily a comprehensive list, but it's a pretty good indication of what's on the to-do list.
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-| Lab Research Tree |-
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Agriculture>>>
Fancy Cooking Allows the cooking of Pies and Curries, high-end food types that satisfy everyone. Also unlocks further food-related techs. Cost: 20 points>>>
Exotic Cooking Allows the cooking of Unusual ingredients, such as fishpeople or 'Long Pork'. Cost: 20 points
Refined Cooking Allows access to Refined Food - This Kitchen recipe allows you to combine food and alcohol into an extremely large amount of cooked meals. Cost: 80 points
Alcohol Distillation Allows construction of the Still at a Metalworks - The Still is a Kitchen module with recipes for the distillation of Brewed Drinks into Spirits, which have a much more potent effect on colonists' emotions. Cost: 20 points
Maize Transplanting (desert) Allows farming of Maize, a food crop with superior yield over Chillies, and can also be brewed into drinks. Also unlocks further Crop Technologies. Cost: 25 points>>>
Prickly Pear Farming (desert) Allows farming of Prickly Pear, the highest-yield food crop in Desert areas. Cost: 40 points
Bamboo Agriculture (desert) Allows farming of Bamboo, a slow-growing but sustainable source of logs. Also unlocks further Crop Technologies. Cost: 35 points>>>
Opium Poppy Agriculture (desert) Allows farming of Opium, a solid cash crop and essential ingredient in Laudanum. Cost: 50 points
Bamboo Agriculture (tropical) Allows farming of Bamboo, a slow-growing but sustainable source of logs. Cost: 30 points
Larch Agriculture (temperate, cold) Allows farming of The Larch, a slow-growing but sustainable source of logs. Cost: 35 points
Wheat Transplanting (cold) Allows farming of Wheat, a high-yield food crop which can also be used in brewing. Also unlocks further Crop Technologies. Cost: 40 points>>>
Lingonberry Planting (cold) Allows farming of Lingonberries, the highest-yield food crop in Cold biomes. Cost: 60 points
Wheat Transplanting (temperate) Allows farming of Wheat, a high-yield food crop that can also be used in brewing. Also unlocks further Crop Technologies. Cost: 40 points>>>
Pumpkin Mastery (temperate) Allows farming of Pumpkin, a terrifyingly productive food crop that is unsurpassed by any crop in any biome. It cannot, however, be used to make drinks. Cost: 80 points
Tobacco Harvest (temperate) Allows farming of Tobacco, a cash crop that can be sold to traders for a good price. Also unlocks further Crop Technologies. Cost: 40 points>>>
Grape Mastery (temperate) Allows farming of Grapes, a quality, all-round crop that can be used in cooking or brewed directly into drinkable or sellable Wine. Cost: 40 points
Coconut Planting Mastery (tropical) Allows farming of Coconut, a high-yield food crop that is frequently used in high-quality food recipes. Cost: 40 points
Lacquer Plantation (tropical) Allows farming of Lacquer, a vital component in the construction material Lacquered Planks. It can also be sold for a good price. Cost: 40 points
Tropical Plant Nursery (tropical) Allows farming of Coffee Beans, a cash crop that can be sold for good amounts once it has been brewed at a kitchen. Also unlocks further Crop Technologies. Cost: 40 points>>>
Opium Poppy Agriculture (tropical) Allows farming of Opium, a solid cash crop and an essential ingredient in Laudanum. Cost: 60 points
Radius Crop Patterning Increases the growth rate of crops by 5 percent. Also unlocks further Growth Technologies. Cost: 20 points>>>
Enhanced Growth Alignment Stacks with previous techs to increase crop growth rate by a total of 10 percent. Also unlocks further Growth Technologies. Cost: 20 points>>>
Modal Labour Management Stacks with previous techs to increase crop growth rate by a total of 15 percent. Cost: 20 points
Outdoor Work Initiative Increases the Quality of Life for outdoor workers, making them happier. Cost: 30 points
Colony Production>>>
Advanced Module Research Unlocks the ability to build the Advanced Workbench, which can produce workbench items in bulk. Also unlocks a number of research options for further upgraded modules. Cost: 20 points>>>
Advanced Science Unlocks the ability to build the Macroscope, an advanced Laboratory module that can increase your scientists' work multiplier. Cost: 40 points
Advanced Bureaucracy Unlocks the ability to build the Bureaucrat's Desk, an advanced Foreign Office module that allows your diplomats to gain twice as many diplomacy points. Cost: 40 points
Advanced Learning Unlocks the ability to build the Fancy Bookshelf, an advanced Training Academy module that allows your trainees to gain skill twice as quickly. Cost: 40 points
Improved Decor Research Unlocks the ability to construct rugs and carpets, Decor items that can be placed on the floor and do not block colonists - an efficient use of space! Also unlocks a number of research options for further improved decor. Cost: 20 points>>>
Outdoor Decor Unlocks the ability to construct outdoor decor, Decor items that can be placed on the outer walls of a building, allowing you to improve the Quality of buildings that are otherwise full. Cost: 40 points
Steelworking Research Unlocks the ability to smelt Steel Ingots out of Iron, Coal, and Chalk at a Metalworks. Steel is an advanced metal that can be used to make high-end modules. WARNING: Unlocks a very large number of research options for steel. It is recommended you already have a metalworks constructed. Cost: 40 points>>>
Steel Carpentry Unlocks the ability to construct the Power Saw, a steel-based Carpentry Workshop module that crafts Planks very efficiently. Cost: 60 points
Steel Ceramics Unlocks the ability to construct the Ceramics Press, a steel-based Ceramics Workshop module that crafts Bricks and Glass very efficiently. Cost: 60 points
Steel Metalworking Unlocks the ability to construct the Power Lathe and Power Stamper, steel-based Metalworks modules that craft metal Plates and Pipes very efficiently. Cost: 60 points
Mineral Processing Unlocks the ability to construct the Grinder, a unique steel-based Metalworks module that can grind raw stone into ores. Cost: 60 points
Steel Cooking Unlocks the ability to construct the Steam Oven, a steel-based Kitchen module that produces food in large batches at once. Cost: 60 points
Steel Mining Unlocks the ability to construct the Steam Distributor, a steel-based Mine module that will allow you to reach the deepest depths of the world when installed. Cost: 60 points
Steel Science Unlocks the ability to construct the Vacuum Chamber, a steel-based Laboratory module that will allow you to further increase your science gain multiplier. Cost: 60 points
Steam Knight Tech Unlocks the ability to construct the components and modules required to get a Steam Knight Manufactory running. Shall we build the Ultimate Weapon? Cost: 80 points
Initial Mining Studies Increases mining speed by 5 percent and unlocks a large number of further tech options for improving mining speed and yield. Cost: 20 points>>>
Pick Handling Practices Increases mining speed to a total of +10 percent. Also unlocks techs for further improvement of mining speed. Cost: 20 points>>>
Mine Safety Beetles Increases mining speed to a total of +15 percent. Also unlocks techs for further improvement of mining speed. Cost: 20 points>>>
Enhanced Elevation Protocols Increases mining speed to a total of +20 percent. Cost: 20 points
Ore Extraction Training Doubles the amount of ore our miners extract when they mine ore. Cost: 40 points
Stone Preservation Training Doubles the amount of Ore our miners extract when they use a Mine. Cost: 20 points
Sulphur Extraction Tools Doubles the amount of Sulphur our miners extract when they use a Mine. Cost: 40 points
Sand Extraction Training Doubles the amount of Sand our miners extract when they use a Mine. Cost: 40 points
Targeted Site Digging Doubles the chances of receiving Ore rather than any other kind of commodity when Mining. Cost: 40 points
Efficient Labour Research Increases speed of performing Research by 10 percent. Also unlocks many research options for speeding up work in buildings. Cost: 40 points>>>
Woodworking Efficiency Increases speed of Carpentry Shop work by 25 percent. Cost: 60 points
Stoneworking Policies Increases speed of Ceramics Shop work by 25 percent. Cost: 60 points
Smelting Optimization Increases speed of Metalworks work by 25 percent. Cost: 60 points
Cook Training Increases speed of Kitchen work by 25 percent. Cost: 60 points
Diplomatic Planning Increases speed of Foreign Office work by 25 percent. Cost: 60 points
Lacquer Synthesis Allows the manual creation of Lacquer using a Chemistry Workshop. Cost: 60 points
Military>>>
Training Practise Research Increases speed of military redcoat training by 5 percent and unlocks tech options to increase it even further. Cost: 20 points>>>
Training Pamphlets Increases speed of military redcoat training to a total of +15 percent and unlocks tech options to increase it even further. Cost: 40 points>>>
Train the Trainers Increases speed of military redcoat training to a total of +30 percent and unlocks tech options to increase it even further. Cost: 60 points>>>
Mandatory Conscription All colonists receive military training, causing redcoat training to be instantaneous. May have negative effects on your colonists' happiness. Cost: 100 points
Personnel Gear Research All soldiers receive Damage Resistance (take less damage from all sources). Also unlocks a number of tech options for further soldier improvement. Cost: 20 points>>>
Scientific Sharpshooting Soldiers deal 1 more damage when attacking (in addition to normal weapon damage). Cost: 40 points
Healthy Training Practises Soldiers can withstand 20 percent more damage before losing a Heart. Cost: 20 points>>>
Colony-wide Health All colonists, not just soldiers, can withstand 20 percent more damage before losing a Heart. Cost: 60 points
Dexterity Training Soldiers reload their guns 25 percent faster. Also unlocks further tech options for improving reload speed. Cost: 20 points>>>
Daring Dexterity Soldiers reload their guns a cumulative 50 percent faster. Cost: 40 points
Stiff Upper Lip Soliders receive a large bonus to Quality of Life, increasing their happiness. Cost: 50 points
Advanced Weaponry Research Unlocks the ability to construct Landmines, a powerful stationary defense item, at the Metalworks. This tech is a prerequisite for a large number of advanced weaponry techs. Cost: 20 points>>>
Longarm Manufacturing Unlocks the ability to construct Jezail Rifles, a powerful long-range weapon, at the Metalworks. Also unlocks further weaponry options. Cost: 40 points>>>
Rapid-Fire Gunworks Unlocks the ability to construct the Carbine, a strong and rapid-fire rifle, at the Metalworks. Cost: 60 points
Miniaturized Weapons Unlocks the ability to construct Revolvers, a powerful multi-shot handgun, at the Metalworks. Cost: 40 points>>>
Experimental Gunsmithing Unlocks the ability to construct the Grenade Launcher, an experimental, dangerous, and incredibly powerful weapon, at the Metalworks. Cost: 80 points
Leyden Energy Initial research into this advanced energy source will allow us to build Leyden Jars, a component of Steam Knights. Unlocks further research to build leyden-based weaponry. Cost: 60 points>>>
Basic Leyden Weaponry Unlocks the ability to construct the Leyden Pistol, a powerful weapon that does not require ammunition, at the Metalworks. Unlocks further research to build leyden-based weaponry. Cost: 80 points>>>
Advanced Leyden Weaponry Unlocks the ability to construct the Leyden Rifle, a powerful weapon that does not require ammunition, at the Metalworks. Cost: 80 points
Tonic Healing Unlocks the ability to produce Sulphur Tonic, a powerful Barbershop healing item, at the Chemical Works. Cost: 20 points