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itsBorked

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Posts posted by itsBorked

  1. 6 hours ago, KhaineGB said:


    1) Because you need to make items for them, which you unlock at tech crafting 3/5.

    2) Yes

    3) It's in the lab.

    4) Mining Action Skill.

     


    It's because it makes it very hard to verify bugs and other such things if you've been messing around with stuff you shouldn't be.

    That's why I get irritated. I get a lot of bug reports and crashes that are often caused by other mods, and then people get narky with ME when I say "Take all your mods out and just run DF".

    So my position stands.

     

    That's a much more reasonable response to be honest..

     

    I can accept any potential bugs that arise from my adjustments, I'm not incompetent. I just wanted to know if there's a way to get what I'd like to edit to overwrite what's in the config of the base DF mod folder. As I mentioned before it does seem to allow half of my edits to apply, but unfortunately not the ones our group would like best which are some small creature comforts like canned food not having a dysentery effect as it seems a little ridiculous.

     

    Alternatively, I've noticed there's no way to make a bowl of murky/water without snowballs. Is this intentional or is a crafting recipe to combine a bottle of water and bowl simply missing? Seems odd to rely on snowballs as the only way to properly utilize canned foods being re-cooked into bowls.

  2. 37 minutes ago, KhaineGB said:

    Or you could NOT modify an overhaul?

    That's what vanilla is for.

     

    Ooh, there's the response I completely expected. Gee thanks for the obvious input.

     

    But no, the main reason of modifying any of this overhaul is that most of it is great, about 85% of it. But for QoL enjoyment it's nicer to adjust the small things rather than rebuild it from scratch and call it my own when it's clearly not mine. It's not like I'm redistributing this, I don't see why you're so irritated by it to come at anyone like this?

  3. 3 minutes ago, pApA^LeGBa said:

    @itsBorked Well, Darknes Falls changes a lot of the original game files. And if your mod does attempt to change the same files, there will be problems. And as DF does change a lot of the vanilla files, it´s most likely that your mod doesn´t work because your mod does cover files that already are changed by DF.

     

    It´s easier to list the mods that work with DF than to list those that don´t. See post #3 or #4 in this thread.

     

    Dang.. that's actually really unfortunate.

     

    I've been using xpath removes and appends to get the adjustments just right and after spending about an hour writing it all up with everything I wanted I got a solid compile only for it to not work with the game :(

     

    Sounds like my best bet would be to manually edit the lines I want and then pass the file adjustments to all my friends playing, but I wonder if that would cause any launch issues

  4. I'm having a bit of trouble getting the forum to let me search this thread, but I was wondering if anyone knew why extra mods don't seem to load into this pack?

     

    I've been making my own pack that modifies some basic functions and it doesn't produce any errors, but it also won't seem to activate in the game appropriately. Is there some sort of mod approval list embedded in this pack that I need to add the title of my mod to?

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