PK's Rebalancing Mod

[quote=“pisskop, post:424, topic:11323”]Anyone have any NPC ideas?

Ill put them in and we can try to spawn them.

We can make custom mutation chances and custom weapons and custom armor and custom medicine, drugs, loot, and items they npcs can use. and ammo.

within reason, of course. Id prefer to have less loot than more, but you know.[/quote]

A variety of monster girl lizard/raptor mutant that run the gambit in wear from scavenged sports gear and equipment to legitimately forged medieval arms and armour.

I haven’t found one yet, but are they reusable? This is giving me the stupidest idea to try and start a monster zoo.

They are. They originally cost battery, but that complicated its use and they arent meant as a serious weapon or anything. Youre much more likely to be able to kill something before you can catch it.

It s a funsies item found in doom, and vet clinics and eventually labs.


Here, I took out the swamp for the moment. my pr to allow swamp spawning is still open and I expect to pass. In coregame many locations can spawn in swamps and the fungal blooms will spawn in the swamp

Here is PR to change pockeball description and name:

It looks better without “strange energy” or “erm”:

"name": "pocket ball creature warp container", "description": "Creature holding container in form of ball based on experimental warp packing technology. Allows to safely transport creatures but seems to conserve weight, making its use impractical. Someone may misleadingly reference it as Pockeball."

You PR’d a change to somone else’s mod, if it was a bug fix that’d be cool. But it’s a boring fluff change up to personal taste… That’s pretty rude desu.

It is PR after all. It can be easily rejected.

Also:

PRM does not add magic. PRM does not add grossly to the sci-fi theme of the game. PRM does not try to break lore.

Previous description refers it exacltly as Pokeball from Pokemon universe. And have no meaning description related to the game LORE.
Now it is releates to portal experiments and it is still recognizable reference to the Pokemon Universe.

gotta tell people that a monster will add weight to the ball. its a hardcoded effect, huge monsters will add 200kg iirc

They cant think its a practical weapon or a get out of jail free card.

but other than that I dont mind PRs. Ive been completely open about asking for them if people want to. And this one is about as unintrusive as PRs will get.

It is already in:

Allows to safely transport creatures but seems to conserve weight, making its use impractical.

Hey, im getting weird error from your mod. It keep buggering me that all monster whit the midify thing are invalid, and require a name, a species and a faction. Same for the symbol.

If i delete he modified monster from your fikes, it dissapesr.

Do i need to do something for it to work ?

Try the new version.

^^ here we go

PK-

Whats with all the ants? 6 in 9 fresh starts have ants near a shelter or near my toon. Some are triffid like but getting a ton of ant spawn all over the place. Random and strange for just moi or could you tone it down a little. I was using 5832.

moi?

[quote=“ZoneWizard, post:450, topic:11323”]PK-

Whats with all the ants? 6 in 9 fresh starts have ants near a shelter or near my toon. Some are triffid like but getting a ton of ant spawn all over the place. Random and strange for just moi or could you tone it down a little. I was using 5832.[/quote]

I thought I was the only one. Maybe it’s just coincidence, but I have noticed a large amount of ants everywhere as well.

,{
“type”: “overmap_special”,
“id”: “Anthill”,
“overmaps”:
[
{ “point”:[0,0,0], “overmap”: “anthill”}
],
“locations”: [ “land” ],
“city_distance”: [5, -1],
“city_sizes”: [1, 16],
“occurrences”: [2, 20],
“rotate”: false,
“spawns”: { “group”: “GROUP_ANT”, “population”:[1000,2500], “radius”:[20,50] }
}

,{
“type” : “overmap_special”,
“id” : “Anthill”,
“overmaps” : [
{ “point”:[0,0,0], “overmap”: “anthill”}
],
“locations” : [ “wilderness” ],
“city_distance” : [10, -1],
“city_sizes” : [4, 12],
“occurrences” : [0, 30],
“rotate” : false,
“spawns” : { “group” : “GROUP_ANT”, “population”:[1000,2000], “radius”:[10,30] }
}

I actually have less anthill potential than the coregame.
Well, I have less possible hills, more minimal hills, and the ones I have can be placed closer to towns and have a slightly larger range.

If this is a very recent problem than its likely due to the mapgeneration overhaul currently underway by codemine. he has, amoung other things, disabled min frequencies and Ive noticed a difference in how structures are spawning. when did this problem really start?

I certainly hope it hasnt been a longstanding issue with the mod; that anthills are overspawning.

What do you think? Theres a lot going on in that picture, even if it doesnt look like it.

As a newly mutated carnivore, I support more local anthills than ever before.

Sincerely,
-The Board of Concerned Carnivores & Cannibals

3 kinds of ‘shelters’, 2 more apartment complexes, a township, subways for malls and sewers for treatment plants.

Wasp hives and these. I plan to make a few versions of this

Ive updated the git with my own up-to-date version.

Id recommend you wait until you either are willing to accept the error message about swamps, until the swamp pr is added and cleared, or I upload a compressed copy of my whole game. The one single extra line I added allows swamp spawning.

Some of this stuff Id end up adding to the coregame, given time to make sure they are relatively bug free. Or at least free of the programming kinds.

-Wasp hives will contain a sticky glue-like substance that can be refined into superglue. And wasp eggs. They also contain wasps, and a queen wasp that will allow a player who wishes to disperse the population by killing her.

-Swamp shacks are unmarked hunter’s shacks that will have supplies and goodies. I need to likely add more things for tanning and such, but for now it has a bunch of clothing and hardware and a set of furniture to help you refine/ferment/smoke products.

-Apartment complexes were modded. There are the ones you are used to seeing, then 2 more. A wide version with 2 apartment complexes together to form a little ‘projects’, and a minimal lockout condo unit with 4 parking lots and a subway station across the street.

-Sewage plants and pump stations get sewage access.

-Malls get 2 subway stops. Be careful, I tested 4 of them and 2 of them were ‘sheer drops’.

-I added 2 flavors of evac shelters.

-I added various other ‘can be in the roadside’ places and many things can be in swamps.

-Fungal blooms will be by roadsides explicitly (thems the fungal tendrils one) and fungal flowers only in swamps.


^^ heres a whole game,packaged earlier today. If you want to use this updates, I suggest you use this. Unzip it and play it like normal. Mind any files I may have on it.

I think 1 world.

Pisskop, you are a Creative Hard-Work Self-Updating Machine.

Just tell me the kind of coffe you are drinking, so I can have a taste of being so full of energy to try to even compile the game and learn to do some modifications I’m willing to. (I know your mod doesn’t change the main code)

French = me or I =)

Oh and weren’t you making more site locations? City Hall etc.? I looked inside the mod text and didn’t see anything especially new…bummer =(

WHERES MA NEW BILDINS!!! lol XD

Anyway, I do not know how long as my last version before the experimental 5800’s rolled out was 52… something. It was stable and only missing the bionic implant limits.

I dig ants(pun intended), But just not so many. Not sure why they’ve sprung up in almost every area I travel too either =/

I’m using a version that’s a bit older, but I don’t think killing mutilated zombies should make me guilty.