PK's Rebalancing Mod

The coregame version of the mod should have its spawning of locations loosened to the forum version’s level.

I just got done organically running through a spider lair, and oh boy it was neat to me. Id like to remind people that the ‘spider’ item list spawns inside spider lairs, and it has some uncommon items. I looted a halligan bar and a teleporter and a flashlight.

Spider sacks will spawn spiders, but will also drop up to and over 10 eggs upon death. They are also queens, so killing them will stop the local infestations.
Ive nerfed down some of the web emissions, but Id like to also remind people that you can clear them away quite harmlessly with a lighter.

Had a an error a couple of ants in their own json file, once I deleted them the mod worked again.

:expressionless: They shouldnt pop an error. They are there because Im going to delete them anyway. Right now they should preserve save compatibility.

pedit: ahh. The core game version has them still :expressionless: Ill fix

I want the latest version of the game…can you post your mod so I don’t get this glitch when I fire up your mod?

=D

Small bug I did find in v.5431 = Doom spawn, the lost souls eye orb things. I had a plow going at 40mph and I rammed 3 like 12 times…they didn’t take any damage at all. This normal?

It wont here with the current DL.

It was in the core game version that had duplicate monsters. And I have a PR out on that rn.

wrt the lost souls. Yes, small flying monsters such as lost souls and fungal spores, and manhacks take next to no damage from vehicles, and will wreck the vehicles soft bits. This is a coregame bug. Dont hit them :[

First= Thanks for that info…2nd…crap cakes =(

But they CAN die by other normal means if that is what you allude too? I just figured…"well poo! I ain’t even getting out of my truck if these lil buggers don’t die from a 40mph ramming lol "

Oh uh, then how do I remove the ant glitch thing? Naturally I’d like to play the latest versions of the game + mod and not crash =/

Here we are. An update. Some minor nerfs in fungal prolifacy (-ancy?), some bee tweaks, and some small nerfing of zombie hordings. Minor ones, but ones I feel like I noticed. Maybe you will too?

If I didnt talk about them yet -the bumblebees- they are a total of 3 kinds of bees rolled into the name ‘giant bee’. They are all physical in nature, and only possible a shockback on hit for about ~25% of the time. Minor, really. They ‘royalty’ bees possess shocking attacks too, although not so very often. They have plenty of royal jelly in their hives if you car to dwelve into it. Killing a queen will eliminate the local bee population, so if you for whatever reason want to keep them around dont do it.

You guys know how grabbing as buffed recently?

Well, I decided to run through a triffid grove to test it. Well… Ive nerfd the creeper hub some as a result. And its little vines.
But, that said, a player in civilian leather and a single pipe bomb and a rapier and nail bat got into the underroots, so its not what I would call OP.

Patch for you

-Further nerfs down the spider pits, alters some rates, nerfs triffid vines, nerfs the larger packs of zombie spawns, and et al.

Shockcannons can be found in beehives. This may not stick, but for now its there.
For those of you who did not know what that is: a tesla coil gun that consumes a lot of battery charge and is large and heavy. Its inefficient for portable use, but it is perfect in groups of 2 or 3 on a car.

When do Marloss Men show up, and is there any reward for killing them? I’ve never seen a MM spawn naturally, only through screwing around with the debug console so far(Because I haven’t survived long enough and I set city size to 16, which is way too big and way too boring. Still trapped in the cities).

I’ve assuming that Marloss Men are some sort of endgame threat, seeing as how attacking them at all gets my survivors instakilled. Do Marloss Men ever turn hostile outside of the player attacking them?

Also on the latest experimentals, it gives an error message about hell castles occasionally.

Hey PK, notice the Hell/Doom castle building was acting up as of 5301. I think the bug was the pillars. Anyway, the bug cropped up but most of the building seemed to spawn in and still function.

Just a small heads up if you haven’t seen this. I have no other info as before I got near it I got ate =/


In regard to buildings. Do the hospitals have morgues? Do rivers large enough have small boat ports?(docks). Trying to think of locations so that we don’t have 5 of the same building show up in one spot. More the better =)

Comic book shop/News Stand? Recycle Center?(has lots of broken stuff and scraps of everything)

Marloss man is an endgame critter.
He isnt agressive by default, but he takes umbrage to you killing his fungus.

And yes, he has 50 damage melee attacks and several special attacks and a machine gun he can aim from his shoulder. He is going to instakill anything not in PA.

Ill drop his required time, the games counter of how old your character has to be before a critter can spawn, down to 100. Queen ants are 50, for reference.

Here you go

This make marloss men appear earlier, though they are still rare spawns.
This drops bad weapon and tool defaults that produce errors

The errors with the doom things is mostly because it tries to put monsters on top of one another. it happens to zombie hordes too, and Ill look it over.

“Zombies are red, zombies are blue, if you open up GIMP and mess with the hue”

Hey guys. I made a makeshift tileset for this mod using the MShock Modded one. Here’s the download link, and below is an ingame example and a picture of all the added tiles. I say added but really most were just recolors and messing with the hue a bit, or adding a detail here and there. Sorry about the quality, I have 0 artistic skill or talent, but it looks passable I think. I’ve tested it and haven’t found any problems, but I’m not sure if I trust the tool I used that was last updated in May, so some obscure stuff may have been changed for the worse. Keep an eye out and let me know if anything is broken compared to the original MShock Modded tileset.

Edit: Just a heads up for PK: dying arachnotrons and soul cubes cause a debug message to pop about an undefined item. I assume their corpses either aren’t defined, or I’m using the wrong version of the mod (I get it through launcher)

That looks awesome! I downloaded it just to look at them, since I don’t as a rule play with too much graphical tilesets. Even though I learned how to play nethack, DF in tilesets once I switched over I couldn’t any longer.

You have my thanks.

The bug is due to, I presume, you switching over from the forum-based version to the coregame version included with the DL. There are simply items that exist in the forum version that don’t in the coregame version.

I was given permission to use a custom farm and Im going to try to hammer out this new lab and add queens to the doom faction. We have several models in the game, such as 2 versions of Archviles and the Archdemon from D2.

Excellent, I’m glad that you like it!

However I’ve found the cause of the bug, and it’s not because of a switch or anything.

Basically it’s the “BROKEN” flag on the arachnotron - its’ id is “mon_mechaspider” and the item that it’s supposed to drop has the id of “broken_arachnotron”. Changing the id from “broken_arachnotron” to “broken_mechaspider” in both item definition and the recipe it’s involved in fixed the bug and it seems I can now begin feasting on arachnotron brains. Soulcube apparently doesn’t have this problem, I just misattributed it.

Fair enough.

I know I should have personally tested those, but I guess I assumed. :[

Ill try to finish up a rough draft of the lab tonight, and release that and this correction. and the farm.

Welp. Im a dirty liar. Kind of.

I managed to finish the doom lab, or at least an itemless prototype. I could have added the items tonight. But theres a bigger issue.

C++ is doing C++ things, and wont allow the labs to connect with my labbits. So unless you guys want to jackhammer through 2 walls per area Ive tried to join and blend, then it wont work. Though all the monsters are there in some capacity.

Here it is

Ive fixed the erranty arachnotron corpse issue, Ive added the doomlab, 0 to 1 per region, and Ive added a ‘plantation’ prototype from Kedryn, who has also done a lot of work for chesthole tileset.

-The doomlab is more or less lootable right not, and has a queen monster at the end, and a lab_finale and lab finale loot, if you can or care to get in there. It will also spawn surface doom monsters, but it shouldnt be an issue because of how isolated most labs will be.

-The plantation is infested. Its a huge farm with various vehicles and foods and goodies, such as the donated heavy plow and some neat items and a ton of storage and planting space and even some livestock. It spawns 0 to 1 time per region, and is is isolated.

-Ive added the heavy plow to the regular farm lists and added a vehicle spawn spot to my own farm.

-Ive fixed the arachnotron bit, and Ive tested its eating and such.

Heres a snippit of the boss room. IF you manage to kill the queen you would gain loot, normally, but in this case you gain the right to say you did.

I did notice the critters lack tiles. I’ve assumed that stuff was broken or some such when I use you mod with Chest32’s.

In short, how do I link up your mod zombies and critters with ChestHole32 tile set?

It would be most convenient to no have “Z’s” all over my screen with tiled critters.

Something to ask ChestHole to add to his Tile.json file?

Just a Patch

Nothing added, but I removed a few technical things that produced errors since the code for mod data has been being updated.

So if you encounter an error about default values, this is the fix.

My hard drive crashed, so Ive been determining how much money I need to spend and getting it together and buying a new one. Well, ‘new’ is relative, its an older one that I got but it suits my needs and provides me the chance to learn Linux without fear of exploding data.

so Ive done nothing this week while I do life things, and this is just to remove technical errors that have emerged as a result of mugling’s recent PRs. Which, btw should help reduce bloat.

Also, Im asking people if theyd like me to go through the C++ files and snip snip out the monster group lists and edit them for ‘Fun’.

I would, doing things like allowing children to evolve early if they were at schools or make prison guards and prisoners only drop prison themed items, but idk if people want this.