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doughphunghus

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Everything posted by doughphunghus

  1. Not sure if this question is directed at me I don’t mind helping with some support/answers for the mod, but the mod owner is still active so I don’t want to step in and make changes to core functionality on their behalf. I just wanted to get it working as-is without warnings/errors in a20, and get their blessing as they are maintaining it, and technically own all the graphics to make a different version (or ok it for someone else). anyway, I’ll defer to @ATLA5
  2. Recent modlet updates of significance not mentioned in above posts: NEW: Added Hide the Day and Time - Hides the current Day and Time information from you! Adds a small arrow/pointer under the compass where this info used to be to avoid warnings when it loads. Also removes this info from the Map view NEW: Added Add More Grenades - Adds 2 Steel grenades. These are a little less powerful than TNT and are very dangerous (especially the Steel Contact Grenade), and can also destroy (cause damage to) to blocks. NEW: Added Doughs-UI-Add-2ModSlots - Adds 2 more mod slots to items that accept mods. Staggers the mod slots tso you have to have a tier 5 or 6 item to get all teh slots opened. The UI is a little rough on this one under the recipe ingredient area NEW: Added Electric - CapacitorBank - Added CapacitorBank and Capacitor electrical components. Basically a very short lived battery bank that charges very fast. Can be used as a timer mechanism (depending on teh wuality and number of capacitors added) or a "cheap" but very short lived (read: manually controlled is best. You do not leave this on and walk away) battery bank to power electrical devices in early game. Careful how you hook it up or the power drain on the relays and other electrical components will discharge it! UPDATE: Updates for You've got Mail - Added items to air drops and some other fixes.
  3. Yeah, it shouldn't take much. its like 3 warnings for some missing loot groups I think. I've attempted contact on MeanCloud's Discord. If they're ok with it (or I don't hear back for awhile) I might be able to tackle a few of these mods as they're not super old yet, so its easier to to update them before they get a few versions behind.
  4. Well, if you’ve gotten some stuff already, or are just coming up with ideas and want to share them..... how about this: - write down whatever you want to submit in a text file (like using notepad or something. Don’t use Microsoft word or anything fancy that requires a special program to open). Since this stuff likely works better with some formatting, format it like you want (add new lines to separate lines, etc). - for each item, try to give it a title. Because the paper notes and books need titles in the game. - if multiple items go together, or have some specific person/character they are for, or something, just put a note in there indicating it. Like “Note: Arlenes Diary” or whomever it is for. if they go in an order, add “part 1”, “part 2”, etc. - either put all of it into a single text file, with some sort of separator for each thing (like a line of dashes) or put each thing into a separate text file and then zip them all up into 1 file. - send me the file as a private message on this forum. This will give me some starting point to package it all up. If it’s just poems/notes/etc. I can likely just run a few tests and then push out a new version with the new stuff in it. I haven’t looked at the mod in a little while as a whole to see how things are balanced, but it can always be moved around/fixed later, which I was thinking of doing for a20 to try to make things more immersive. note: currently if a book has “vol 1” or something that seems like it’s part of a series, it may not have other books yet I originally just put a bunch of random stuff in it, then started adding more coherent stuff/special items. From some input I’ve gotten (and me playing it) it seems that it would be better if more items were collectibles or had uses other than just fun content so people have a reason to check each item out/hang onto it and not scrap it immediately, so I’m probably going to try to go more in that direction. This means things like books will have multiple volumes, or something, so you’d want to collect them and then maybe craft something (Or get a special quest) when you have all of them. Haven’t decided yet . Anyway, long story short, I’ll likely add the additional volumes to whatever books you’ve found when that time comes, but it will have to be a new game in a20.
  5. I think xyth made those as a demo. They are cool and much better that what we have today In the spirit of keeping this mod server side compatible though, they can’t be used yet unless TFP makes these type of assets auto sync to the clients
  6. Long story short: Interesting offer . Play the mod for awhile and see if anything comes to mind. I'll likely need more stuff when a20 comes out *if* they beef up questing, so if they do I'll message you and see what we can come up with. FYI: currently there are some limits to what this mod can (or should do). - For "reading" stuff, there is a very small limit to what you can put on a single "piece of paper" (due to the size of the item description window). So a lot of the stuff has to fit on 1 piece of "paper" (or an item if it's an item description... like if you wanted to put a backstory on a gun or something). - For "reading stuff in a particular order", the only way I know of how to do this (today) is to make a bunch of pieces of paper be named "note 1","note 2", etc. - Since the game has you looting things and its randomly given, the only way to get multiple pieces of paper, in a nice order, is to open a "book" and have it be destroyed and give you all of the pieces of paper. - The game has a limit on how many "items" it can handle. Its like 10,000 or something (someone correct me if I'm wrong). A lot, but not infinite. Every piece of paper that's a unique note or book holding notes counts as a separate item. Recipes count as items. I'm not sure how many items the vanilla game loads up, but I'd like to keep this mod under 500-1,000 items. There like 200 or so currently...so there's room to grow - When you go on a "quest" (or mission) you can't be directed to a specific place or POI...today. You also cannot get a "quest item" from a POI quest that is unique ( currently its 1 of 2 hardcoded items). You also have to go to a trader to turn the hardcoded item in to get a "reward" - Most of the loot is to be found in places where "paper items" or "peoples personal stuff" would be found. Mostly mailboxes, bookshelves, dressers, desks, trash. Basically all the places where crap loot is normally found so you'll have incentive to loot them. So, given all the above, I'm hoping to eventually add: - Quests. Once the game allows having you go to a specific POI, some things really open up. If they can let you daisy chain quests, and the quest "item" to go to the next quest is not one of the hardcoded things you have to go back to the trader, I really wanted to load in a bunch of "stories" that unfurled as you ran through the quest. The "final quest item" would *not* necessarily be something useful (like some mega gun or a bunch of ammo) but instead may be some final note finishing the story, and maybe an item you needed to craft something (or scrap it for another note, etc), or just a collectable. - Better books: I have a lot of books in the mod, mostly just to spruce up the book finding, and dilute out the loot tables to make finding perk books harder . I would like to make a few book "series", that have several books in them (Vol 1, Vol2, etc), maybe 2-3 pages each. One I'm thinking of is a special series of recipe books that give you schematics and allow you to craft some special one off things that are mildly useful (never anything OP). Additionally, I'm thinking of a perk tree that would be just for fun...like "literacy" or "bookworm" or something that is completely useless and only gives a useful perk when you read all the books, or something. - Collectibles: I'd like to make things "more collectible" vs people just scrapping all the stuff. Like maybe if you can collect all the pages/notes from a series you can then craft a book to get a final item or just more of the story. Anyway: - All of the "cool fun stuff" is likely to be in quests. I'm hoping in a20 that TFP beefs up the quest system to enable story driven questing. If they do a lot of this will open up and I'll be needing some backstories. I'll message you if you're interested if this is do-able in a20 as I don't have any stories for this yet - I actually have been needing some poetry, as it is likely to be small and fit on a "page". It might make more sense if these were a set of books though, with the poem text just written in the description. I'm looking for stuff that fits in the game (like maybe Arlene writes the poems, and she has a series of books, etc.), or anything just silly/fun/puns/play on words to poke fun at the game ("Every picture on the wall, is the same six faces of them all..." or "So hungry! A question in my head is, if you look in every cabinet and every shed, why you'll never find, a loaf of bread..."). Hard to say, other than I am not a poet ;)-. Play the mod for awhile and you'll see the text length limitations that exist for the books/items/boxes and think about it. I'll message you when I update the mod for a20 and see how many might be added and how they might fit in if you're still interested. (probably about 10 small poems most likely) - TFP is actually planning on throwing in some backstory....someday There's fragments of what it might be on the forums (2 factions fighting, one you can join, etc). I don't know much about it actually. It's likely to come in later updates, as I believe when bandits are added it might come around then. Anyway, this is also kinda a block for writing backstory that fits in nicely with the game. Currently I've been focusing on just "little things people would have left around". I've tried to tie it to the names of the characters of zombies (a little) but some are just named "Nurse" in the game so that's not so easy. Any small backstory I've written is chaotic and piecemeal and completely fabricated from thin air.
  7. I have not heard of a limit on these forums but I'm also interested if anyone knows of one . I've played games with about 100-110 mods loaded and the only issues I ran into are: - The game takes quite awhile to load up. I just hit F1 while it loads to make sure its still loading/moving along. - It starts getting difficult to load that many mods without some of them causing issues for others. I've found I generally like loading an overhaul mod (currently trying Subquakes "Undead Legacy") and then I load whatever else I want on top of it, and then remove whatever mods have issues loading. - If mods do have issues loading and you go "they're just warnings! not errors! No problem!" you may find out when you're deep into the game, suddenly some item or recipe or something won't work right...all that time playing and you hit a wall. I had that happen once where an ingredient for something never appeared, because it didn't get put into any loot, so I could not craft something I needed.
  8. I just tested it on a19.2 b4 and it adds nails to some recipes (the Wood Frame for example, requires wood and nails to build a frame). It might be missing some wood items though as I only try to maintain the mod, I didn't write it. Is there a specific thing you think should require nails with this mod or if you select nails and then check "recipes" there are no items nails are used for? Also: are you loading any other mods that may conflict? I loaded AwwNuts on a19.2 b4 and I'm seeing 4 "pages" of recipes that required nuts and bolts. The "Beverage Cooler" is one, as is a steel ladder. Are you not seing these when you put nuts and bolts item in your inventory/backpack and select "recipes"?
  9. That’s weird. It’s supposed to require using nails to upgrade wood frame blocks but only when building outward or “horizontally” greater than 1 block. And it only applies to putting down and upgrading wood frames (not whole wood blocks) . The frames themselves don’t require nails, only to get them to stick together when building out (but not up). Edit: Sorry, I was on my phone when I wrote this and thought it was GetFramed, not GetNailed. GetFramed is just for building/upgrading wood frames.
  10. @Life2Death, @MajorMunchy: I have attempted to contact @psouza4 on these forums to see if he intends on updating this modlet for a19, or if he wouldn't mind if I attempted to update it. He hasn't posted in awhile so I'm not sure if he will get the message.
  11. @xxx73FYI: Continuing to work on this and other stuff. Updates: - Patched Khelldon-AwwNuts to work with a19. Made some updates/additions for some blocks and items to keep up with the spirit of the mod as the recipe lists and a few other things were a bit out of date. The mod was out of date enough to consider it "broken" but I don't know what game version broke it. Thanks for reporting it! - Reduced blast radius from 35 blocks to 28 blocks for KhelldonHolyHandGrenade as the lag was especially bad at 35, but still trying to keep it very large by default. Hope to put it back to 35 if future game versions can handle the lag. - Updated Doughs-YouveGotMail to fix item issue reported above. Now at v2.1.2 - I tested Doughs-Buff-PipeBombs and it appears to be working on a19.2 for me. I'm not seeing the damage occurring to me when I throw a lit one and have one in hand. I know there was a bug in the vanilla game that caused *any?* explosives to blow up in your hand but that should be fixed in 19.2. The only thing I can think of is the steel pipe bombs are very powerful and have a large blast radius, but throwing them far should not be an issue. You have to be like 7-8 blocks away when they go off to not get hurt badly. - I tested Doughs-Electric-CapacitorBank ans it appears to be working properly in 19.2. The capacitor drops are relatively rare and only drop when you are wrenching a block that "cools things" (refrigerator, ice machine, etc.). Loot drops are very rare (found only in workbenches). They are sold by traders though. There are many ways to use it (in theory) but the most likely simple scenario would be this electrical connection setup: A "power source" (solar cell/battery bank/generator) ----> (relays, switches, etc) ----> capacitor bank ----> "final consumer of electricity" (door/hatch/blade trap/etc). Inside the capacitor bank, lets say you have 1 capacitor loaded in it. Let us also state you just got it so its fully charged. It is just like finding a car battery in the game, but imagine a very small car battery that can be charged fast (a few seconds to charge), and discharges fast (1-10 seconds maybe?). Lets say the "final consumer of electricity" is a light bulb. When you turn on the "power source", the "final consumer of electricity" activates (the light bulb turns on) and the capacitor fully charges (very fast). If you turn off or disconnect the "power source", the capacitor in the capacitor bank has a very tiny amount of power in it (being a very tiny battery like item). The light will continue to glow until the capacitor discharges. If you have a single tier 1 capacitor in the capacitor bank, it cannot hold much charge. So if the capacitor bank tries powering a light bulb (which does not use a lot of watts, maybe 5 watts. It is not a blade trap using a lot of watts!) it will power it for just a few seconds then turn off (because the capacitor is fully discharged). The setup here is not great because you only get a few seconds of light from the bulb... If you add more capacitors, or higher tier ones (a tier 6 capacitor might keep a single light bulb on for 10 seconds?), when you shut off the "power source" , you can now power the light bulb for much more time. So: Why do this? You could have it so .. - you turn off your generator, and the front door to your base stays open long enough (10-30 seconds?) for you to run outside, then the door closes by itself. Your base is now not running on generator and is sealed. Might be kinda fun. - a zombie (a player in PvP?) steps on a pressure plate, and charges the capacitor and something (an alarm?, a trap) activates. The zombie steps off and the alarm/trap continues to operate for a little bit (because the capacitor charges almost instantly, but discharges fast but not instantly). Maybe you could design a trap to use this cleverly. - You have a pressure plate (or motion sensor) that opens a door. Maybe in PvP or your own base. You activate the plate/sensor, a door opens (and charges a capacitor). When the person steps off the plate (gets out of motion sensor range) the door stays open for a little bit then closes automatically. In this scenario you could use it to power something (for a little bit just) far outside of the range of the motion sensor/pressure plate. - Its early game. You have a charged capacitor and capacitor bank. You buy a single trap from a trader. You hook it up and turn it on when a zombie gets too close for comfort, because you don't have many weapons...yeah you could just punch them but this would be more fun. - Its early game. You have a single car battery. You could (in theory) hook it up to some capacitor banks, turn the battery bank on briefly, and distribute the charge to capacitor banks, then turn the battery bank off, so your battery doesn't just use power idling and being drained by the relays (1 watt drain each!). Possibly unlikely, but might be fun/useful. Odds are you wouldn't have that many capacitor banks early game because they are not too easy to get. - For Doughs-Buff-Sounds-Common it appears (from looking at the code) that the conflict is likely just with Robeloto_LoudSoundsLowered, as that mod replacing some of the same sounds I am my mod is adding to (like open_cupboard/close_cupboard. metaldestroy, etc.).
  12. @Davidos667 - FYI: Issue fixed and pushed to github, here: v2.1.2.zip
  13. Thanks for catching that (and finding the line(s) that caused it). I’ll update it as soon as I can (I don’t have power at home due to an ice storm) and give it all a look over to see if I messed anything else up in the last update I did. I’ll mention you so you’ll get a notification there’s an update. sorry about that
  14. Just to make sure this isn’t a factor: In the repository where this mod is located, there are actually 2 mods: “more vanilla food” and “more vanilla medicine”. Do not load/use the “more vanilla medicine” mod/folder! Also Something to try if you can: start a new game on your side (not server side) with only the “more vanilla food” loaded and see if the icons appear. This would rule out issues with the mod on your side, or some other mod interfering, or possibly some game files that are corrupted or changed. also: are you loading this mod from the mod launcher or from GitHub, somewhere else? Can you look inside the “modinfo.xml” file inside the mod (open in notepad or similar) and report back on what is in the “version” field (should be either A18 or A19 o think)
  15. Maybe add a “spawn near your body” option but if you don’t then it won’t spawn a corpse so it would work in multiplayer? . Otherwise anyone could kill your corpse before you got there, or corpse would need to despawn if too many existed, etc.
  16. Thanks! Please test away! When I play my own games (it has been awhile) I usually load most of my own mods and a lot more. There are some issues with my mods and darkness falls that I have not documented, just noticed them when I played it, and I would be interested in seeing your data should you have more. Darkness falls makes a lot of changes to the core game. also: I cannot do any tests for now as where I live has no power due to an ice storm for the last few days. Hopefully it will come back next week. Sorry for typos I’m on my phone in the dark The last time I loaded all my mods, all but a few worked ok with the others and loaded without errors on a19.2 b4. just FYI on the mods you mentioned: khelldon-holyhandgrenade: yeah, the explosion is massive and I get frame drops as well. I took over khelldons modlets and have been trying just to keep them updated without much changes, for people who like them the way they are. There is another modlet I have that has that grenade in it “rabbit of cerbannog” , and I turned down the blast radius there. The two mods are incompatible with each other though (I plan to fix this). The difference in the rabbit mod is a really hard to kill rabbit may spawn very rarely, and you can only craft new holy hand grenades if you kill it and harvest special flesh from it. I would like both mods to be compatible so you can craft/loot the grenades and/or kill the rabbit for grenades “parts” if you want both. Khelldon-awwnuts: I don’t know, maybe? Wrenching things like grocery carts I think gives nuts and bolts. They are not super common I think for every item but I got them when I wrenched items. I think all the mod does is add the nuts and bolts to certain blocks as a harvest possibility You’ve-got-mail: thanks! I’m trying to keep it safe for server side games and plan to keep adding to it as I come up with stuff. It’s possible there are some loot probabilities that still need tweaking. Electeic-capacitorbank: weird, I’ll look into it. This mod exists because someone asked for it on the forums and I thought it might be interesting. I have not played it in a game yet and have not tested harvesting capacitors. I will say the capacitors have very very little charge (early in game when you get low level capacitors). So they only run electrical items for a few seconds. The tier 3-6 ones run for a little longer. You’re supposed to put the capacitor bank just before the item to be powered (so they don’t run out just powering the relays) so when you cut power the item keeps running for a short time. The time is then adjusted by the tier and number of capacitors you put into the bank. It’s a terrible way to time things, but that’s on purpose I guess some people want to turn off power in their base and the capacitors buy them some time (keep lights on, doors open?) so they can run out. Or maybe something else. I wanted the mod so I could use it earlier game but only get a few seconds of usage, like for a single light, or if I could get like 2 electric poles. Then I could manually activate the trap and hit a few zeds for fun. Then later game it would be used for the timing capability. pipe bombs: yeah, I made this kid as I like them. The purpose was to have the plastic and brass ones easier to craft/buy early game. The plastic is mostly a noisemaker or for calling out zombies from a POI. The brass is similar to a regular one (damage). The steel is supposed to actually break/damage blocks and be for late game. In terms of “explosion radius” I purposefully made the plastic radius small, brass larger, and steel the largest (larger than a regular pipe bomb). I also made their throwing “weights” different. The purpose was to make the steel ones actually dangerous to you as they made a Big Bang and didn’t fly very far. Another user said they were a little too dangerous (he was dying a lot) , and I turned them down a bit and made them fly farther. So if you’re getting hurt, that is intentional depending on how far they are ;). But there was that bug in the game that blew them up in your hands. I’ll look into it just to make sure it’s working as intended as I only tested it loaded without errors in a19.2 niff-sounds-common: the last changes I made to this added a LOT of changes to the vanilla sound pitches (not new sounds) just to see if it would help. It makes some things like the stun baton sound cool, and when the player gets exhausted sound good but a little off. It’s still kinda experimental and hard to test. The only thing I tested in it was the new sounds I mixed/added worked and it should load without errors in vanilla. Due to all the pitch changing, I would not be surprised if there’s conflicts with mods that change sounds. Once I play it in a long game and “hear” what sounds good and bad I’ll trim it up and keep only the good changes, so there should be less conflicts. I’ll see if I can make it work with those other mods as I know some people have changed things like crouching (and the auger sounds) because some of the game sounds are a little annoying.
  17. Nice! I haven’t been able to work on much for awhile. Glad you were able to get it working!
  18. I think so. The names take up a lot of space so I would imagine more spaces could be crammed in there. What are you trying to accomplish? FYI: I tried really hard to get a “scroll bar” or any scrolling (without a bar) in the recipe area so the list could be infinite and I don’t think it’s possible with just xml.
  19. No one asked me, but I'll throw some in for consideration if requests are being requested Birds: - Grackle, because of the sounds: https://www.allaboutbirds.org/guide/Common_Grackle/sounds - Some sort of owls. Snowy Owl? There's a "Barred Owl" sound on this page: https://www.allaboutbirds.org/news/how-to-learn-bird-songs-and-calls/ and other unique bird sounds on the page/site - Some sort of yellow bird, just for visuals. - Quail? Even just for "faraway effect" like the circling bird swarms. Animals: - Skunk. Why? Because if you chase them, they can "attack" from behind, so you don't chase them. - Squirrel/mouse/chipmunk - Just something "small and fast". Maybe invisible but just have the sounds? It would be nice to visually see them though. - Raccoon. - Frogs? Kinda pointless like the small animals above, but I'm thinking just for the immersive sounds, esp. at night. - More snakes. Like "poisonous" colored ones that might need serious consideration vs "Look! its that pesky brown snake again. meh". - The only "large, unique" Arizona animal I could find (for hunting) is a Bison or a BIghorn Sheep
  20. "Soduku easy challenge #001..." - Hmm, I'll check that out. I also found quote a bit more "Soduku" stuff in my last game and its not supposed to be that much. I had a bunch of mods loaded so I didn't pay attention to which one(s) they were. "Are any of the other challenges added to the loot list...' - Not yet. Basically there's 3 "games" that are really just something to do in game for a quick bit of fun (because who wouldn't want to stop and play a game of checkers in side a zombie survival game?" or just to collect all the pieces. On top of that there's a few treasure maps. The intent of this mod was just to add a lot of "fun" stuff to collect/find, break up the monotony of looting the same stuff over and over ( and dilute the loot tables ), and maybe put some sort of backstories in the game. I have added more stuff (not yet published) and I'm waiting to put in "real quests" and possibly making all the reading material you find "coherently fitting into something larger" as soon as TFP makes it so you can get a quest to a specific POI. Originally I just wanted to be able to find a mailbox and get some excitement if there was anything inside vs "it always contains paper". I do intend on making it a "mostly useless stuff mod" (in terms of loot translating to buffs/XP/items/money) with a sprinkling of "amazing stuff" (like packages with actual useful stuff, which exists in the current mod at hopefully low spawn rates) as I don't want to have everything in it be some superman-buffmenow stuff. I'm hoping once quests get fleshed out more everyone will make a lot of cool quests and the quests in this mod will likely be 50% "sad apocalypse stories", 20% "interesting and hard", 20% "WTF did I do this for?" and and I'm not sure what the remaining will be ... maybe some funny stuff or some custom base building blocks or special (useful) you can only get by doing the quest, but nothing OP. "I also seem to be finding a lot of red and blue kings and rarely any pawns..." - Yeah, I noticed that too. I think I tried to nerf it again in the unreleased version, but I'll also look into that. The problem is that there are like 5? male pictures and 1 female so I made up some numbers to balance them out ( or so I thought) and its still too high for the dudes. I could have just used 1 pic of one of the guys (for balance) but it seemed "right" to include them all as I think they were some high level kickstarter backers or something. Thanks for the input! The mod is still "fairly new" and I have a lot of plans for it (like added reading all of the cheesy books give you like 5 XP as a joke. I tried to make the stupidest titled ones sometimes take away XP but it doesn't seem to work. Still planning on overhauling stuff and maybe trying to find "uses" for all the useless items Maybe I'll throw in a "arts and crafts" skill where you can throw together some macaroni art and display it on the wall...or eat it Edit: I forgot. I was thinking of adding "challenges" to collect some things that could be then used to craft special items (like non vanilla special items). I didn't want it to be a quest unless I can direct you towards a specific quest to get it. I haven't decided how far I want to go with this yet, but it seems more fun to have something like this vs everything being mostly junk/scrap. I need to add more recipes and kinda figure it out more though. Winter is coming, so I may have a lot of time on my hands
  21. That’s not supposed to happen . I loaded it up in 19.2 b4 and I don't get any errors. Based on the errors, do you have my "Doughs-PunishingWeather-Core" modlet also loaded? All of my "Doughs-PunishingWeather..." modlets require it to also be loaded. If the "Doughs-PunishingWeather-Core" modlet is loaded, and this is still happening: - Do you have any other mods loaded (that aren’t mine) that affect biomes or weather?
  22. I don't see anything where I messed with vanilla treasure maps, the mod is mostly adding new items to existing groups and looting groups. If it changes any vanilla loot groups, it usually just ends up diluting out the vanilla loot (because I'm adding more items). The best I can figure out is I made the geocaching maps show up too frequently, so you're finding them more than you should, vs. the vanilla treasure maps being missing or diluted out too much. The more I look at it, when I added the geocaching map concept I just wanted to start making treasure/looting/dig quests as a template for making a lot more quests (stories that went with it, with a quest as part of it). The geocaching is the only map I have in there right now, but I added it to several loot groups (you can find it in dressers, desks, places where paper is found, etc) at too high a probability. Thanks for the input! I'll make some adjustments to it. I want the geocaching maps to show up rather rarely, like you might find one every few days, maybe, with heavy looting. I was planning on putting them into some books so when you scrapped them a treasure map popped out, or something. Unless I play it in my own games (which I do, but I haven't had a lot of looting going on currently) its hard to pin down how to get the loot spawning numbers right on new stuff.
  23. That's weird. When I hit f8 twice in debug mode, I see the heat map info pop up above the FPS, (in green text ). I tried on a19 and a19.2 b4
  24. You are correct. Apparently the Medicine modlet is WIP/Not ready yet and is currently mostly the same modlet as the Food one. I also didn't know that when I started the conversion process and made some small changes to it (and my editor made some spacing changes) so by the time I figured it out I couldn't easily undo my changes, so when the changes were merged into @ATLA5 's repository it shows an "a19 update" note for both ;(
  25. @CrazyAluminum FYI: I updated the mod on Github to use 8,8,8,8,8,8
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