ExeBT Posted May 30, 2018 Share Posted May 30, 2018 Are you guys already think about o diablo 3 HUD? i think the current HP and Stamina are too small Link to comment Share on other sites More sharing options...
Guppycur Posted May 30, 2018 Author Share Posted May 30, 2018 Book II will have a few more elements, so we'll look into a hub redesign then. I kinda like how TFP is doing a17's (with the elements behind other elements), but that'll be up to someone a HELL of a lot smarter than me... the xui files are greek to me. Link to comment Share on other sites More sharing options...
Pazuzzu Posted May 30, 2018 Share Posted May 30, 2018 So... those quests and how they're /supposed/ to work... You find the chest, but then fall to a pit below into a dungeon, possibly breaking your leg, and have to find your way out. Did you have low health when you fell? I may have to add some hay to compensate. Hm, will look into quest completion, thanks! Wasn't low health just fell broke leg landed in the middle of some upset residents and had my shovel in hand ..... Will let imagination finish.... Don't put any hay down ..... Everyone has a learning curve. Link to comment Share on other sites More sharing options...
Guppycur Posted May 30, 2018 Author Share Posted May 30, 2018 (edited) I took the fall a few times in testing just now and it's rough... =) I'm on the fence on it... I like what you're saying, but insta-deaths do suck. But I bet you are prepared next time you get one. ;-) Meh, stompy probably wouldn't let me nerf it anyway... he's far more hardcore than I. Edited May 30, 2018 by Guppycur (see edit history) Link to comment Share on other sites More sharing options...
ExeBT Posted May 30, 2018 Share Posted May 30, 2018 (edited) Blocks: I am having a trouble to upgrade Reinforced Wood To Reinforceed wood metal, I have iron but when i click to upgrade the game shows the icon of no iron Furnace: The count of iron do not show on thecraft menu, i already crafted iron before but i cant now. A pic about the furnace: Edit: I am using stone axe to upgrade, With wrench it's worked fine. Edit 2: Wandering horde Guardian always spawn on top of my base. Edited May 30, 2018 by ExeBT (see edit history) Link to comment Share on other sites More sharing options...
Blazer777 Posted May 30, 2018 Share Posted May 30, 2018 question guppy when u go to craft the purge crystals where do u craft them as its showing workbench icon bu when i go into the workbench it doesnt let me craft them Link to comment Share on other sites More sharing options...
ExeBT Posted May 30, 2018 Share Posted May 30, 2018 question guppy when u go to craft the purge crystals where do u craft them as its showing workbench icon bu when i go into the workbench it doesnt let me craft them You can craft on AlchemyBench. Link to comment Share on other sites More sharing options...
Guppycur Posted May 31, 2018 Author Share Posted May 31, 2018 Yeh stone axe won't upgrade past wood. Wrench or Carpenter Hammer should though. ...Wandering horde guardian? Link to comment Share on other sites More sharing options...
ExeBT Posted May 31, 2018 Share Posted May 31, 2018 Yeh stone axe won't upgrade past wood. Wrench or Carpenter Hammer should though. ...Wandering horde guardian? The spawn when heat map get 100, i dont know if really are from heat map, but always spawn one on top of my base when appers on console "wandering horde" Link to comment Share on other sites More sharing options...
owl79 Posted May 31, 2018 Share Posted May 31, 2018 I keep finding bushes that look like grown coffee but yield no harvest. I think these come from the WheatPlant, GrapeVine, lettuceBlock and Bush02Magical (not sure if there are more) - I think they grow into the dummy "cropsHarvestableMaster", since they extend cropsGrowingMaster (and have no PlantGrowingNext defined) despite already being harvestable. Btw I also get a guard periodically spawning on top of my base. Link to comment Share on other sites More sharing options...
StompyNZ Posted May 31, 2018 Share Posted May 31, 2018 The idea with the Hidden dungeon quest is you have to loot the treasure chest it spawns to complete the first quest. The bit that hasn't been added yet is a follow-on quest to explore the dungeon, assuming you haven't already fallen into it, or broken the chest without looting it, which fails the quest. the follow-on quest could be attached directly to the success of the first quest, or by activating an item you get from the first chest The quest is likely to end when you fetch the item buried somewhere in the dungeon book 1.1 stuff Link to comment Share on other sites More sharing options...
StompyNZ Posted May 31, 2018 Share Posted May 31, 2018 I've added the ability to configure the spawn system and biomes placement into xml for the next build. Here's a preview of a 10k map 5k map with adjusted biomes <!-- This cellrule contains the adjustable settings for Medieval Mod, prob is a float, but will be cast to int if required --> <cell_rule name="MedievalConfig"> <!-- mode 0 is spawnPoint, mode 1 is spawnArea random --> <hub_rule name="spawnMode" prob="1"/> <!-- X + is east, Z + is north --> <hub_rule name="spawnPointX" prob="0"/> <hub_rule name="spawnPointZ" prob="10"/> <hub_rule name="spawnAreaMinX" prob="-200"/> <hub_rule name="spawnAreaMinZ" prob="-200"/> <hub_rule name="spawnAreaMaxX" prob="200"/> <hub_rule name="spawnAreaMaxZ" prob="200"/> <!-- value between 0.1 and 1.0 --> <hub_rule name="southBiome" prob="0.6"/> <hub_rule name="eastWestBiome" prob="0.7"/> <hub_rule name="northBiome" prob="0.3"/> </cell_rule> This is a cell rule in the rwg mixer where you can edit the settings (cellrule was easier than adding an xml reader with a custom file) southBiome for example, is the spooky forest, 0.6 means world radius times .6 or 60% b11 is using a setting of 0.8 for south, 0.9 for eastWest and 0.3 for north If you do adjust the world radius, then you will need to adjust the world border biome <!-- BLIGHTED LANDS BORDER --> <biome_spawn_rule name="wasteland"> <distance_from_center range="4500,5000"/> </biome_spawn_rule> the 5000 is the same as the world radius setting, and 4500 makes the world border 500 blocks across (non fatal blighted lands), outside of 5k is the deadly cursed lands where nothing grows or spawns (i.e. rad zone) Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted May 31, 2018 Share Posted May 31, 2018 @StompyNZ Looks nice. I have no knowledge about hub spawning though, I can understand your contribution is the super awesome thing. But I'm sure that you can set up complex biome distribution using current biome_generator. Link to comment Share on other sites More sharing options...
ExeBT Posted May 31, 2018 Share Posted May 31, 2018 Hello everyone, i found a new bug. Empty BookShelf gives infinite wood when i try yo broke it, he just appears again with the full hp. Link to comment Share on other sites More sharing options...
Guppycur Posted May 31, 2018 Author Share Posted May 31, 2018 Fixed, thanks! Link to comment Share on other sites More sharing options...
Blazer777 Posted May 31, 2018 Share Posted May 31, 2018 BTW guppy your mod has officially scared the crap outta kage Link to comment Share on other sites More sharing options...
Pazuzzu Posted May 31, 2018 Share Posted May 31, 2018 The forest is awesome. Love the POI's. Sitting stealthily at night in there was great watching the creatures roam around and the goblins glowing eyes made it even more spooky. Bug mabey? Aggro is definitely off on everything in there. Nothing seems to aggro until you hit first. Models are sweet for the inhabitants there. Link to comment Share on other sites More sharing options...
Guppycur Posted May 31, 2018 Author Share Posted May 31, 2018 Def a bug, and fixed for b12 (which should come out today). Mod launcher will automatically update it, so be on the look out... goblins see very well with those eyes. =) Link to comment Share on other sites More sharing options...
Guppycur Posted June 1, 2018 Author Share Posted June 1, 2018 B12 is out. =) Link to comment Share on other sites More sharing options...
CrypticGirl Posted June 1, 2018 Share Posted June 1, 2018 B12 is out. =) We can continue a current save with this, right? Or do we need to start a new game? Link to comment Share on other sites More sharing options...
Guppycur Posted June 1, 2018 Author Share Posted June 1, 2018 Should be okay, but no guarantees. I can't think of a fix that would break a save, but you never know. Link to comment Share on other sites More sharing options...
owl79 Posted June 1, 2018 Share Posted June 1, 2018 (edited) I think you missed my last post - WheatPlant, GrapeVine, lettuceBlock and Bush02Magical still extend CropsGrowingMaster instead of CropsHarvestableMaster and keep growing into dummy stage 3 plants that look like coffee but can't be harvested anymore. ETA: when enemies drop a femur weapon, they always drop a random stack (can be hundreds), not just 1. (that's from memory, so could've been fixed in the meantime?) Edited June 1, 2018 by owl79 (see edit history) Link to comment Share on other sites More sharing options...
Gazz Posted June 1, 2018 Share Posted June 1, 2018 Ahhh, the joys of cleaning up the game data after an alpha release! =P Link to comment Share on other sites More sharing options...
Guppycur Posted June 1, 2018 Author Share Posted June 1, 2018 Thanks owl. I know what I did and will fix. =) Femur thing is marked as fixed on my end, so should be. I hope. Lol. Gazz, you gonna try this? Link to comment Share on other sites More sharing options...
Gazz Posted June 1, 2018 Share Posted June 1, 2018 Not for a long while. My "real life" job is keeping me busy as hell so I can barely keep up with my game dev ahh... hobby. And I know that if I did, I'd start "fixing stuff"... which I really don't have the time for. LOL Just some days ago there was this report about an overly sneaky cactus which turned into a several hour bug hunt with several code fixes and ferreting out similar cases in the game data. (also, "Ext3dModel" now listens to the ModelOffset property) Link to comment Share on other sites More sharing options...
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