are goats and pigs and other animals supposed to be aggressive and attack on sight?
Pigs may be.
goats are not really built to be aggressive. what have you been doing :o
Remember that sound scares most timid mammals. Yelling with shitft+C is sound
only foraging, they just came out and attacked my while doing that even a jay came at me
^^
Radioactive zombies. Smokers evolve into them. Small (small) amounts of radiation from things like wanderers and bloated zeds and whonots.
Too much time holding hands with them will make you sick in other ways than inhalation.
This also contains a test of the regional map settings Ive worked up. less basements as a whole until I sit down and plan out ‘normal’ ones that people in NE tend to have. glorified storage basins for old record, wet trash, and porn, and maybe the occasional mancave or den. Sometimes extra bedrooms or bathrooms, occasionally a bar or something kinkier.
This also tries a few other things.
shouting should fix it, but pigs are more aggressive than goats, and goats will be upset if youre killing things around them.
Theyre almost completely passive and skittish though.
Ive added zombie pigs and graboids to the spawn lists, since they were markedly abscent. For farms Ive lowered the spawning cost of various creatures that almost never ever spawn, such as zombie pigs.
Ive lowered the time restraint on things that mutate or evolve afa wildlife. Megabears, coyotes of both types, and now, my new critter, the sabertooth boar. its got the aggressiveness of the pig, and I took stalk off the pig. Its still perfectly capable of getting rip-roaring mad, but stalk did mean it got mad until it got scared.
So tell me if too many graboids. Graboids are stronk enough to have been one of my own creations -dont fuck with them lightly.
Ive made actually modifications to the weather-regional settings. a chance (i think) for acid rain. Id be happy if it was a small chance and a rare freak occurrence - I miss it but Im not crazy enough to destroy my immersion for it. Ive halved basement spawns, and need to get around to adding a plantation basement and some regular house ones.
Ive tweaked some extra special spawns. you know, the crates, the minefields, the military bodies, the portals, them things.
^^ Im trying to push this. Just clone or download and make. if linux. Otherwise gimme 10 to make a zip and dropbox it.
^^ dropbox is a gogo
// Frequency: If you don’t use the whole 1000 points of frequency for each of
// the monsters, the remaining points will go to the defaultMonster.
// Ie. a group with 1 monster at frequency will have 50% chance to spawn
// the default monster.
// In the same spirit, if you have a total point count of over 1000, the
// default monster will never get picked, and nor will the others past the
// monster that makes the point count go over 1000
o.o
also
Updated to remove the error message that resulted from the category reworkings. The offending item was on the obsolescent list anyway, but still.
Updated all monster spawn lists to run off 1000 point systems. most were running on 10, 35, 100, 200, 400, 500, or 1000 point lists, though some were well above 1.2k.
this standardizes it and makes sure that the intended spawns will spawn, though I will have to make sure to tweak around some numbers are undoubtedly ratios may have been thrown out of sync.
^^ here we go. Dont underestimate how much difference these spawn lists can make.
And Github Version
As long as I am running it I will be pushing it. It has a whole readme and history of the mod since git’s beginnings so…
All the changes can be read here. And its easy to do, once you get an idea of what info is stored in which file. which is why they are named, so you can tell.
now with comma fix
Update to the noctifer cataclysm++ mod / this mod monster merger
This adds in a small reworking of mutagen. Mutagen can be crafted at much lower levels, while purifier cannot. Though you can craft it with lower skills.
Mutagen, in its basic form, now take level 3 cooking and the proper ingredients. The various varieties take their own ingredients and have similar skill reqs. The lab books will let you learn the recipes quicker, but not that much.
The purifier is level 6 cooking. This is to encourage mutagen play if you want to and discourage taking it back. But you can find purifier like normal, so…
the deal here is simply to allow mutagen to be a larger part of the roguelike experience. Its a large change to those who seek it out, but is easy to ignore if you dont.
[quote=“pisskop, post:1, topic:11323”]How do I Install it?
- You first have to go to:
[game]/data/mods/pks_rebalancing
and delete the folder already there. Then you simply copy a version from here and paste it into the mod folder. If you do not delete it first you may get some errors, as not all the files will be overwritten.[/quote]
Sorry if I missed this being answered in the last 26 pages. I update the game itself regularly, is it going to overwrite my new up to date copy with the copy that comes with the game every time I do that? It’s not going to be an issue for a while I think because my current character in a game without the mod is doing quite well but it would be good to know in the future.
the one that comes in the game is older than this forum one. deleting the one that comes w/the game is required, yes.
because it shares the same id.
the older forum version too, since i reorganize files on occassion
[quote=“pisskop, post:392, topic:11323”]the one that comes in the game is older than this forum one. deleting the one that comes w/the game is required, yes.
because it shares the same id.
the older forum version too, since i reorganize files on occassion[/quote]
No, I’m asking if when I update my game (using the launcher) the new version I installed from here is going to be overwritten by the old version requiring me to re-download the mod every time I update the game.
its unfortunately something i have little direct controll over. my workaround is to keep backups and a shortcut or two so i can pop the mod in.
it would be neat if the cdda launcher let you store data/folders and transfer them like saves or config folders
[quote=“pisskop, post:394, topic:11323”]its unfortunately something i have little direct controll over. my workaround is to keep backups and a shortcut or two so i can pop the mod in.
it would be neat if the cdda launcher let you store data/folders and transfer them like saves or config folders[/quote]
I might have been over thinking this. I just renamed the folder of the up to date version PKs_Rebalance Oct 20 which should mean I don’t have to delete the old one and nothing will be overwritten.
Edit: Well, it was a thought but clearly it’s looking somewhere else for the name of the mod. No matter what I rename the folder to it pops an error message that tells me that there’s already a mod by the ID PKs_Rebalance.
Edit 2: Ahah. It’s in mod info. If I change the ident do I have to change anything else in the mod?
Running version 5750 (Windows Tiles) installed according to instructions. Getting a whole slew of errors when I try to turn on this mod.
[code]Tried to get invalid vehicle part diesel_tank
missing item definition src/item_factory.cpp
unknown vehicle part diesel_tank in heavy_plow_tractor
undefined category symbol not defined src/item_factory.cpp
sac_purse_clean_water (all varieties) undefined category comestible
spider_steak_cooked undefined category meat
itemid granade is unknown[/code]
try deleting the old ones and adding this new one i just made.
those errors are from old versions. i cam quote the posts in which i fixed them. they are result of zealous linting.
you have:
- an outdated version of this forum mod
- the coregame version as well as my forum version
- both the above
- copies of old files hanging around
delete the old, pop in the new
[quote=“pisskop, post:397, topic:11323”]try deleting the old ones and adding this new one i just made.
those errors are from old versions. i cam quote the posts in which i fixed them. they are result of zealous linting.
you have:
- an outdated version of this forum mod
- the coregame version as well as my forum version
- both the above
- copies of old files hanging around
delete the old, pop in the new[/quote]
I’m getting the error with the one I got from here:
Current Major Version Link is [url=https://www.dropbox.com/s/73prrtsvi74qeyw/PKs_Rebalance%20v1.0.zip?dl=0]here[/url], v1.0 dated 20OCT16.
Is that not the most current one? Let me just double check that I didn’t do something stupid and delete the wrong one.
Edit: That is definitely the one I’m using.
it is not.
i see i am inerror here.
that is the most up to date.
the version: n your quote is old. i seem to have crossed links somewhere. ill fix it tomorrow
[quote=“pisskop, post:399, topic:11323”]it is not.
i see i am inerror here.
that is the most up to date.
the version: n your quote is old. i seem to have crossed links somewhere. ill fix it tomorrow[/quote]
Yep. Missed the October 21st update somehow. Working fine now, thanks.