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KhaineGB

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Posts posted by KhaineGB

  1. awesome mod love it.

     

    I am loving your mod! I've spread the word and have a few more people looking at playing it.. Thank you & Keep up the good work!

     

    Thank you very much! Glad you both like it :) I was just watching someone stream it (I believe it was NBornKilla, assuming it's just a shortened version of the youtube name!) and noticed scrap iron tools were worse than stone, so I just pushed a fix for that.

  2. Gun crafting update!

     

    You can now craft guns! Recipes for the parts are unlocked with the schematics/books/perks, so you learn how to assemble the gun AND make it's parts. It uses your Gun Smithing skill, so now there's a point in levelling it! (Aside from combining guns)

     

    Making the parts requires the use of a CNC machine. This is NOT something you can craft. You have to find it. The CNC machine is part of the rareTools loot group, so you're looking for lumberjacks, working stiffs crates and collapsed workbenches. There is also a chance of buying it from the trader with the appropriate Secret Stash perk.

     

    Yes, this makes the CNC machine intentionally rare. It's very unlikely I will be changing it.

     

    This has already been pushed to GitHub, so have fun! Working on gun mods next. :)

  3. And an info update on "planned features."

     

    I've been doing some research and I believe I have a "realistic" way to craft gun parts. You'll have to find and loot a special workbench (no, it won't be craftable) in order to make gun parts. The idea is currently in the testing phase... which basically means I have a block that works as a crafting area and I'm trying to see how I can break the game. ;) But I want to tweak it's apperance and such, then I need to add recipes, etc.

  4. Big update time!

     

    rwgmixer.xml has been tweaked a LOT. I'm using the cities from Tin's rwgmixer, because they're amazing, plus what I learned from his file to remove water generation (yes, removed) and then one of his lake POI's to create small water POI's for people to find. There's now larger hills, but still plenty of flat ground to build.

     

    You want to drink? Find lakes, swimming pools, water towers, etc.

     

    To compensate for this, bottle of sap and bowl of sap have been given a small amount of hydration (+1 whenever you drink). You can get these by left-clicking any ALIVE tree (so not tree's in the plains, wasteland or burnt forest) with an empty jar or empty bowl.

     

    Ranged-only bandits now spawn in wasteland_hub. Be afraid. Melee bandits now have a variety of melee weeapons instead of every single one carrying a spiked club.

     

    A second hub city has been added, but it's rare, and it's on the map SOMEWHERE. Good hunting. :D

     

    The 3 main skyscrapers (Crack-a-book, pharmacutical and the tower) now only spawn in hub city... if random gen likes you. The construction site continues to spawn as normal.

     

    Because the center of the map is now so dangerous, I've added a "normal" wasteland around it that has decreased spawns. This is just in-case the game decides to spawn you near the wasteland at the start. Gives you a chance to run away.

     

    Any class quest that requires you to make boiled water (in a can) will now give you cans of murky water first since water is harder to find (or they should. If not, please tell me!).

     

    That should be everything. You shouldn't need a new world, but expect strangeness if you continue your saves. :)

  5. Putting this here as a note for myself.

     

    Move calipers & welding torch from raretools to normal tools lootgroup, and fix secret stash for all 3 versions of the mod when I get home.

     

    Then edit meat stew so it isnt a superfood and add hydration to tree sap as the world has less water.

     

    Then check quests.

  6. Ah! That makes sense as to why it's only a problem for some people. :p

     

    Problem exists between keyboard and chair. ;)

     

    BBM version now has the icons. Server and EAC versions had them, so no issues there.

     

    I think the rwgmixer is now in a place I want. However, I will not be pushing it atm as I'm supposed to be away for the weekend.

  7. They do for me.

     

    I'll re-push the mods folder with the icon before I go to bed, just in-case.

     

    EDIT: YEP! I'm dumb. I pushed it to the EAC version, but not the BBM version. I shall do that tonight, but you can grab the mods folder from the EAC version and use that if you don't want to wait/in-case I forget since it's nearly 1am. ;)

  8. I think! (been awhile) but I think! you need to have all the cells have a prob="" with them. I don't usually designate a central city anymore since it's so sporadic if the terrain even allows one to be placed atm. I usually just give my special city/town a prob="" of 0.05 and that usually will place 1 sometimes 2 in a play field, for now at least. Maybe later we'll get a system that will allow us a more consistent control on that at some point.

     

    Well I think I got it sort-of working. I made cityLarge the only one allowed to have the skyscrapers that I want to limit, set co-ordiates and it was -500 away from them to the west.

     

    So there's progress!

  9. I may need to pick your brain, Tin.

     

    Using that rwgmixer, I CANNOT get my city to spawn at 0,0 (or close to it) since it likes to put it's own there. Any thoughts? I do have wasteland_hub around it, if I can restrict things based on biome.

     

    EDIT: Though I did find setting a custom cell rule to probability 100 totally crashes the game. So that was entertaining. :D

  10. Couple things I can think of of the top of my head to help is:

    Make a dead cell that doesn't have a hub in it, will take a few reloads to find what prob="" will work for you. Also increase the cell_size more so it's less likely to spawn them close together.

     

    I thought increasing the dead cell probability would work, but I wasn't sure if that would screw up the wilderness POI's.

     

    Thanks for the hint though! Will play around with it. :)

  11. Not gonna lie, I couldn't get rwgmixer to do what I wanted.

     

    So I grabbed Tin's A16.3 one he posted up and I've been playing around with that. I may end up using that, with some more of my own tweaks. I'm partially posting that here because I want to be transparent, and because I want to give credit where credit is due. :)

     

    Now I just want to make the cities spawn further apart and I will be super happy.

  12. Pushed an update to increase the wilderness POI's. :)

     

    This mod sounds really tempting, I'm going to give this a run tomorrow on stream and see how it goes. Do you have a website or twitter so I can send you any bugs or anything that i come across?

     

    Yep. @KhainesKorner on twitter.

     

    Hmm. The trader's being unprotected seems to up the odds of the trader despawn glitch.... :/

     

    Huh. I haven't had that problem, though I've only gotten up to day 7 on testing since I kept having to restart.

     

    Honestly, when the choices are: No NPC's at all, NPC's with NRE console spam or NPC's but the trader may disappear.... I'll take disappearing trader.

     

    What I can do is increase the amount of traders to 2 per biome and see if that helps.

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