thank you for your work sir. any update with regards to mobile farming and the vehicle mounted fermentation vat?
Conventional ways for both are a no go. It would require messing with the source code to implement them. I could however make crafting recipes for fermentation in a fraction of the time by working off a vehicle utility. The same can be done for plants. Craft/find the utility, install it in the car and with enough skill just get the end result from the ingredients via the crafting menu. This is very hackish, unrealistic and could break balance but could work.
i see, well thanks for your effort! youâre the expert i guess that would beat just spawning it and pretending that i grew it haha
It appears that the most recent experimental broke the mod again.
I currently have no internet at my house so I have to do all fixes at school so sorry for taking long. I have a fix done but another problem arose. The mod is still usable just some things will not spawn in the custom buildings. Just ignore the errors in the load screen until I have the next fix done. Thank you for your patience. The fix is ready for download.
So I completed the second fix now. If you now download the mod it should all be ok. Thank you once again for your patience.
Hello everyone who uses this mod, I have a question to ask you. I been thinking lately and was wondering what you all would think about me combining this mod and Bio-Weapons mod? This would allow me to work on both of them at the same time. It could also make Bio-Weapon items spawn in Survivor Emcampments for example. But what do you guys think, yes or no?
As for compatibility, it should be no problem, not items are going to be messes with in the merge so as long as you put the new mod name in the mods.json folder of your world and delete the old one, no errors should arise.
Makes sense. Bio-weapon stuff should probably only spawn in specialized military areas, or random fields and such they might have been operating in/gone rogue in/ gotten damaged and had a limb torn off or something in.
While I like the idea of combining the two mods into a single project, I guess it would depend on what bio-weapon stuff was showing up in encampments? Itâd make sense for a group of heavily armed raiders to take down a few bio-weapons and loot the basic lab but the idea of them bringing down the big guy and emptying a command centerâŚthatâŚthat seems less than likely. Similarly since the regular lab has the static hunter in it, it would make sense thatâd he bring some extra gear with him to make whatever it is heâs hanging out there for easier.
The emcampments were only an example about the idea of crossing items. I agree that they would not be able to take down apophis and take the loot. The static npc in the first lab is inferred to barely have gotten there by the time you arrive/awake in the lab.
I love both so it seems like pure win to mix them, and if it makes it easier to keep it updated I say go for it
Trying to get this mod to work and running into some difficulties. Just installed the latest version and I canât fire bows at all. Iâve tried using debug to up my strength and spawn myself a self-bow but hitting âfâ does absolutely nothing. Also spawned in a BB gun and I can fire that without problems.
Anyone else experienced this? I am playing on a slightly older experimental, so I will first try updating to the latest and then report back.
Looks like there have unfortunately been quite a few problems with this mod though, just reading through recent posts in this threadâŚ
[quote=âhobophobic, post:272, topic:10523â]Trying to get this mod to work and running into some difficulties. Just installed the latest version and I canât fire bows at all. Iâve tried using debug to up my strength and spawn myself a self-bow but hitting âfâ does absolutely nothing. Also spawned in a BB gun and I can fire that without problems.
Anyone else experienced this? I am playing on a slightly older experimental, so I will first try updating to the latest and then report back.
Looks like there have unfortunately been quite a few problems with this mod though, just reading through recent posts in this threadâŚ[/quote]
Problems with non-mod items are results of the game and are best reported to the forums or github since I have no control over them.
It is true this mod has gone through some trouble lately do to the additions of the game recently. I will do my best to keep the mod up to date.
P.S: I had no internet the last few days so I am going to see if any errors arise from the latest experimentals. The mod merge is going well and am on the works to rework many things including buildings and npcs!
Downloaded a newer Exp and everything seems to be working now
Oh good, less work now. The merge is almost done , just need to place some npcs and work on items. The mod will be in kind of a beta.
They changed a few things in the experimental that throw up errors with your mod, youâve probably found them already but just a heads up in case you hadnât. Mostly changing itemgroups, it looks like, though the âgeneric_no_ammoâ ammo type seems to have changed or vanished as well, as has flintlock ammo.
Collapsed Fighting Bow?
Got it, wll look into it.[quote=âSCP-049, post:277, topic:10523â]Collapsed Fighting Bow? [/quote]
It is the survivorâs fighting bow but in storage mode.
Mod merge completed and uploadedâŚDamn was it lengthily. For compatabilty on worlds using the old Survivor Mod and Bio-Weapons Mod just delete those two from your worldâs mod.json file and atta the Cata++ indent. It should work. Donwload links in the New OP.
Survivor Emcampment should be Encampment.
Found my first one today, all 14 survivors scatter in every direction, picking up every rock in the area. Canât these guys be made like static NPC spawns? Their current behavior is a bit ridic.
Also, how do I unfold the folding survivor bike?