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arramus

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Everything posted by arramus

  1. Yes, the fish side of the game does actually have its own built in preservation feature. The fish can stay in their containers until needed and even if a whole fish is taken out it will not degrade. It will only degrade once it is changed to fillets which require placing it on a surface and harvesting it. Here is a recipe requirement for Perch Pie: 3 Potatoes. Farm does not need to be harvested until needed. 1 Perch fish. Will stay fresh unless filleted but this recipe does not need the fillet type. 1 Corn. Farm does not need to be harvested until needed. 1 Boiled Water. This is always a useful fall back in times on need, although I haven't experienced that yet. I just tested changing some settings for the Archer and Crossbow. It is incredibly delicate. They are either very accurate or keep missing a lot to the point where they would be better off coming in and performing a melee. They are worse than Star Wars troopers. Up very close, they can hit with changes but they go into melee mode anyway.
  2. A video or written guide would be a very useful feature for new players or players who haven't explored things as much as you/your community have. The initial main description is a basic overview and was added very early in development. As such, it is a typo fest with big gaps for sure but will remain that way until Darkstardragon returns from an NMM/Sorcery hybrid Quest and considers how balanced everything was. This is a much needed first hand play test run through. A comprehensive guide typically needs a start, middle, and finish. And some nice pictures/video footage can assist the learning process. If this is something you are willing to do, then it will be a benefit to all. Naturally it will require periodic updates as things are added/removed/revised but the base will remain the same. I have never used a food spoilage system in game before, but I do make fermented sauerkraut, pickled vegetables, and smoked/salted goods in real life and they keep very well. ^^ Good to hear a nice mix of feedback on this. The Bow/Crossbow entities are shockers. Xyth from the Score/XNPCCOre team suggested tweaking the settings of those weapons but as they are also shared by Hireable entities, they would all lose their combat ability. It may be that a custom weapon needs to be made like the Shaman have with their burning club and electric staff.
  3. Run and Gun is integrated for players wielding ranged weapons connected to: Gunslinger Dead Eye Machine Gunner Turrets Archery (includes new crossbows) The new guns are not integrated as they are connected to close ranged Shotguns, even though they have pretty mid range distance that way surpasses a shotgun. They'll also get the 15% weapon reload upgrade with the Bandolier. There aren't currently any Shotgun books out there and I'm not sure if it will fit into Darkstardragon's plans. Flurry of Blows will bring benefit to the Firefly Staff.
  4. Pushed a small update for the Sign Cupboards: - Cleaned up icons.
  5. Pushing a small update for the Workstations: - The Oak Forge can be crafted on the player from Skill 1 just as per default. It was redundant to craft on the Workbench from Skill 2 for a Skill 1 asset. - Small tagging filter update for A20.
  6. Cleaning up a few icons here and there for two things: - removing blemishes - reducing size to a max of 160 x 160 where appropriate to match default as it is sufficient for icons. The size savings are 90%+ in some instances.
  7. The Chicken Coop Mod received an update as follows: - 1 new 'House Coop'. - Resitting the Fancy Coop to sit better on the ground. - Reduced sound range. - Cleaned up the icons a little. - Localised each Coop individually to help distinguish them.
  8. Thank you. I shall tag @Darkstardragon for this message as it was a feature on his release roadmap.
  9. Can you go inside a trader building and in DM mode and type 'chunkreset f' in the F1 console? It will reload things around you, including the trader and it may revert to the new Trader block, if Score gives the Trader a new type of block. It will help confirm if this update needs a new World or can continue on an existing World using this update.
  10. Correct. A trader requires a point of origin to measure distance to POIs and offer quests. Without this, it'll be Buried Supplies all the way. This was an issue for The Wasteland mod until it used a .dll mod to remove protection but maintain the trader point of origin. This new trader protection system works on a new World. I am able to visit an unprotected trader and see a variety of quests beyond only buried supplies. It is potentially an issue with existing Worlds? I am unable to verify. On an existing World, where this is an issue, since this Score solution is block based, see if going near a Trader in God Mode and typing 'chunkreset f' allows the area to reset with the new trader settings and restores questing functionality. If not, it appears this type of update requires a new World.
  11. As things appear to be settling down for content, here is an NMM02 8K Custom RWG uploaded to Moddb. It is compatible with the both NMM formats. https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm02
  12. Adding the Moddb build update which contains the perishable food dynamic. This was something Darkstardragon wanted to add to maintain the immersive feel of having no access to preservation methods. Over time (1-2 days) food type items will perish and change to rotten meat. In time rotten meat will also disappear. If you stack 'low quality' food with 'fresh food' the fresh food will match the 'low quality' food value so best to keep them apart. Food spoils in 1-2 days. Some hints that have been shared: - If you see food in loot, and it is not really necessary, it may be best to leave it there and come back when you need it. This will apply to your fish farms and looting adventures. - Food is very abundant in NMM so a little looting will bring decent rewards. - Honey Comb will never perish. Please do not reply to this post about this new dynamic. Please tag Darkstardragon directly with your feedback on how it's faring.
  13. Just checking on the POIs built into the Medieval Towns to see tiers and types. It shows if there are any patchy areas where Quest may be repeated a bit too often at the same place. Tier 3 and especially Tier 4 are in need of assistance in the towns. Regardless of the challenge, the Bandit Jousting Arena was added to Tier 4 to fill a gap. For the Wilderness, there is also 2 T5, 3 T3, 3 T1. The 3 T3 help to fill the T3 gap. T1 Jarls Estate (F+C) Medieval House 2 (F+C) Galera (F+C) Medieval Dragon New (F+C) Blacksmith (F+C) Stables 1 (F+C) Remnant House 04 (F+C) Bric a Brac (F+C) T2 Windmill (F+C) Tower (F+C) Stone Church (F+C) Mill (F+C) Lion's Pride (F+C) Medieval House (F+C) Bakery (F+C) Alchemist (F+C) Shema House 1 (F+C) Skinny Finger (F+C) Shema House 2 (F+C) T3 Watermill (F+C) House Pigeon (F+C) Castle Destroyed (F+C) Castle 05 (F+C) Castle Zyncosa (F+C) T4 Windmill Retro (F+C) Bandits Joust Arena (F+C) T5 Tudor Village (F+C) Tavern (F+C) Stillwater Castle (F+C) Sly Ship (F+C) Notre Damn (F+C) Galeon Docks (F+C) Doune Castle (F+C) DnY Castle M1 (F+C) Cursed Manor (F+C) Clock Tower (F+C) Castle Spartan (F+C) Castle Libby (F+C) Total town and wilderness are: 11 T1 Quests 11 T2 Quests 8 T3 Quests 2 T4 Quests 14 T5 Quests A minimum of 7 is necessary to cover each Tier with the unlikely potential of a unique Quest for F+C versions. Low level Tiers also have the Buried Quests which helps. T4 is clearly in need of assistance...
  14. Thank you. It was double checked before releasing and other posters have already confirmed the crossbow ammo is working well again. As for the horse, or any vehicle sinking for that matter, this is typically linked to different regions of the World updating through loading and unloading. As a player moves through different 'chunks' in the World they are loaded and unloaded but sometimes the loading process is not keeping up with the player's movement. This issue usually happens on a dedicated server where timing and syncing between the player and server are suffering. It has certainly improved for A20. I have not heard this commented on yet for the NMM.
  15. The Github stable build has been updated to: (Modded Game) NMM - Mods.26.zip - https://www.moddb.com/company/not-medieval-mod-developers/downloads/mods10 (Modded World) NMM01 - NMM01.6.zip - https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm01 Changes include: - POI additions and updates - New 'boss' type quests and entities. - 2 new weapons - All entities have been given names - Health bar for entities is visible - 1 block crouch exploit has been removed from Score (toggled through an NNMCore patch) - Trader Protection removed and traders open all hours - All Undead entities have 3 tiers of Undead, Feral Undead, and Chaos Undead. They will start appearing from start, about GS50, and GS100 respectively. In addition, the boss spawners for Blood Moon have been given a slightly higher probability to spawn from 1 in 500 to about 1 in 250 as GS reaches 50. Since the entity list is growing longer, they will still have a lot of competition before spawning. That covers the highlights and any other changes are typically backdoor and for stability. It may well be that the bulk of features are now incorporated, although impulse sometimes takes precedence. It seems the next Moddb build will have: - A food spoilage system where food needs to be processed or eaten before it spoils. - Further updates to Localisation, especially for the Skills/Attributes to change the wording so it doesn't mention things which have been removed. - Possible drops for resin since many of its sources were removed with 'moving back in time'. However, there is quite a lot to be found in Junk, which is respawnable, and wooden wheels on the roads which are limited, for now. The trader should also have more stock than default. @BasicallyACat All updated in the post above with clearer indication of what build versions are the most up to date for the Moddb stable release. This version isn't missing anything beyond a little tinkering with a new food feature Darkstardragon is considering.
  16. @BasicallyACat I shall prepare an updated version of the Github from now - about 12 hours ago version and make a new World for it. This is effectively the last stable version from Github and includes the new POIs, Quests, and some quality of life updates.
  17. 1. Only the Development Build has the 'boss' type chain quest in it at the moment. The 2022June04 version was pre 'boss' type chain quest. It has a lot of new Quests in it but not this last one. This build coincided with the last Moddb stable version. 3. The Moddb stable version is typically updated if there is a critical need (such as the Medieval Tower required an update as it had buggy spawning) or on a weekly basis when there has been a lot of content. Unfortunately uploading 2gb in one large chunk can be a bit time consuming to commit to on a daily basis, especially when only minimal things have been changed. The good thing about the Github Development build is it only requires changing the single files as it gives access to them.
  18. An update for the Github Development Build as follows: - The Smite Thee Down weapons have all been given Flurry of Blows Perk to the hits per minute. Increasing hits per minutes will see a trade off with quicker stamina depletion (stamina has not been changed but naturally 'swing' increases will reduce stamina more by default). These weapons will be very good when surrounded by a horde to get you out of a difficult situation but players will need a cool down period to regenerate. - NMM sees two new weapons added to Perk Electrocutioner and Perk Batter. Here are a couple of images. These were kindly shared by @oakraven and are very interesting creations to fill a gap. The Cthulhu Baton gives about +5% benefit on a Baseball Bat for the positive aspects and a -5% benefit gain for negative aspects such as stamina use. And the Firefly Staff. This is based on the Electric Taser. The Skill area in Intellect has been renamed to Firefly Staff and this brings back one more Int Skill feature. It can also install the Firefly Staff Repulsor Mod to benefit from the original repulsor mod. These weapons have been added to Recipes with very generous Q2 - Q6 potential. They have not been added to the Trader or loot yet, if at all as they are quite unique. The Firefly Staff requires 4 Fireflies as part of the recipe and the Cthulhu Staff require similarly appropriate resources.
  19. Pushed an update to Github as follows: - Undead entities have all received a Radiated version added to Horde Night spawns (from about GS100) and POIs at the same GS level. - Trader Protection Removed - Traders have no close time - 1 block crawl set to 'false' in Score - Target Health/Name Bar set to 'true' since all entities are properly Localised for naming. Some Undead have full on 'Chaos' emissive effect while others can be very subtle. Either way they are tougher, a little faster, and give more XP for the effort.
  20. @swmeek This would be controlled by the CraftingQueue. In default gaming Config/XUi/windows.xml and regular things use windowCraftingQueue The stoves are using the default setup in Vanilla hence nothing jumped out. It is possible to create a custom version to increase the slots. Needs a few things hooking up though. Something like Khaine's 12 slot crafting queue may point you in the right direction. And something a community asked for: This was for the XUi/xui.xml <xui> <append xpath="/xui/ruleset"> <window_group name="workstation_cementMixerInsane" controller="XUiC_WorkstationWindowGroup" open_backpack_on_open="true" close_compass_on_open="true"> <window name="windowCraftingList"/> <window name="craftingInfoPanel"/> <window name="windowCraftingQueueInsane"/> <window name="windowOutput" /> <window name="windowNonPagingHeader" /> </window_group> </append> </xui> And the hooked up changes to the crafting queue in the windows.xml of the same folder. <configs> <append xpath="/windows"> <!-- Extra Crafting and Queue Slot and row --> <window name="windowCraftingQueueInsane" width="397" height="78" panel="Left" cursor_area="true" > <rect depth="0" pos="19,0" width="378" controller="CraftingQueue"> <grid name="queue" rows="2" cols="5" pos="3,3" cell_width="75" cell_height="75" repeat_content="true"> <recipe_stack name="0"/> </grid> </rect> </window> </append> </configs> Your window group would be something like workstation_StoneStove as they are hooked up with hardcoding that way. And the windowCraftingQueueInsane could change to windowCraftingQueueStoneStove and hook up in both.
  21. I am sure Darkstardragon will allow either carts to drop a little resin where it isn't hooked up, trees to drop a little when harvested (since it is in context), or for traders to supply a little more since it is a much needed resource for pre-Industrialised societies.
  22. Just pushing the first Horde Night Radiated two legged entity from about GS100 which is reflective of standard gameplay and matches how a player progresses. A simple first entry for the Medieval Undead character since it supports emissive texturing. Regular > Feral > Chaos with incremental steps in HP and XP as per regular gameplay to match the default progression system.
  23. The Github development build has been updated to include: - Localisation for all entities. One irregularity will remain due to Quest starter requirement. Will rectify later. - Chaos Champion and Demon Lord variants given 100% loot drop.
  24. The Github development build has been updated to include: - New chain Quest that starts in the Friendly Jousting Arena, through one of the scrolls in a container, which takes the player through a series of POIs until meeting a boss type entity at the end. - Remnant stone building 1, 2, and 5 added back into Orcland (Wasteland) but with appropriate blocks for the Medieval timeline. - New NMM01 World. The Github development build Readme is dated 2022June06 The NMM01 World is named NMM01_2022June06 Links are on the very first post. These links for the Github area never change and it is helpful to Bookmark them.
  25. The Black Betty Power Generator has been added to Progression for Engineering Skill 3 to match the other 2 generators available. It has been pushed to Moddb here. https://www.moddb.com/mods/oakraven-forest-collection/downloads/power-things
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