PK's Rebalancing Mod

I saw a post that said the coregame is outdated.

Is this in reference to the version of the mod available on downloading another version of the game, or is there something I’m missing?

I can also attest to the clusterfuck that ant queens cause on the surface. Young queens spawning an endless field of ants that are being perpetually engaged in fighting with fungal ants. Constant conversion, constant inter-ant warfare. I used the cheat menu to kill everything nearby or else I imagine it could have just grown like that exponentially.

I think fungal ants as part of the evolution pool is a bad idea. I also think that queens on the surface is a bad idea. I’ve got enough ants on my map already just by living within a square mile of them, I don’t need Ant Wars raging on in the background devouring my game speed as well.

Thanks. And I guess each time either of the mod is updated, right? No adverse effect of running the util extra time?

One of the feature I like the most in cataclysm++ is the refugee fortified camp, any chance to have something similar in your mod?

Heads up guys and gals, just mentioning that its possible to install car batteries onto solar cars and use those as power should you lack another way to mobilize.

Quick, disposable, and a way to store those heavy batteries for later when and if you want to use a liquid fuel engine.

Ive added the compatibility mod and the blacklist mods here.

If you do use the ‘creepy crawly’ blacklist gotta tell me what to add to it.

So this is compatible with which experimental version, sorry that’s not too clear to me?

any recent one.

what is. ‘fortified camp’?

Is it difficult to enable your mod within a current game? I did not encounter yet a city, so I guess they will generate with your mod if enabled.

Is there a setting that prevent any city for being spawned in the base game, but this is suspiciously devoid of any town in my current game. Yes that’s not directly related to your mod I know! :wink:

“PRM marine underlay” can be made using “PRM marine underlay” - is this a normal behavior?

Yes.

Its an experimental recipe. The other ingredients and that allow a player to repair it.

fungal ants spawn rarely in summer at hives. If they are creating massive melees with the queens feeding them Ill take them out. But the queens arent quite a problem.

Ants are ridiculous right now. MMR nearly died, and he’s fireproof. Can you please either make queen multiplying go much slower, make queens not breathe fire, or make queens not make more queens?

queens dont make queens.

nor do fungal ants ‘evolve’ from normal ants

Queens do make queens. I had two queens make hundreds in very little time. You can check. Though, I am using an older version of the mod/game because of recent changes.

:expressionless:

queens can lay ans hatch eggs.

hatching eggs oa hardcoded.

-queen lays egg
-queen hatches egg into brown drone ant
-queen upgrades drone ant into soldier ant.

ill check my evo tables but they shouldnt be evolving into queens.

ir regardless, however, i have to mostly rely on you guys for late lategame data. so okay, i can nerf queen egg laying

},{
“type”:“monstergroup”,
“name”: “GROUP_DRONE”,
“default”: “mon_ant”,
“monsters”: [
{ “monster”: “mon_ant_terminal”, “freq”: 800, “cost_multiplier”: 5 },
{ “monster”: “mon_ant_scrib”, “freq”: 150, “cost_multiplier”: 7 }
]
},{
“type”:“monstergroup”,
“name”: “GROUP_SOLDIER”,
“default”: “mon_ant_soldier”,
“monsters”: [
{ “monster”: “mon_ant_soldier_terminal”, “freq”: 750, “cost_multiplier”: 5 },
{ “monster”: “mon_ant_soldier_pk”, “freq”: 100, “cost_multiplier”: 10 }
]
},

I don’t know what to tell you, man. There were two queens and then there were hundreds.

50x spawn rates much?

:stuck_out_tongue:

I suspect that the game has a tendency to pick out high-cost monsters for mass spawning to be a dick sometimes. i.e day 1 hulks and masters.
But yea man, Queens spawn, not evolve. Same w/fungus ants in summer. Ill tone them both down.

Sounda like something you’d say after a Saturday night in Amsterdam ot something xD

My gam crashed once bc of the queen-spawning mayhem, but that was on a 5-year-old relic of a Dell that was dying. Still a problem. Was, since the Queens are fixed.

Started tweaking engine fuels.

For now, Ive doubled efficiency and dropped idle fuel consumption by 7/8 for gas and 1/2 for diesel. I can guess what the other values do, but I dont want to go to town before we hammer out an acceptable baseline in coregame.

Added more food poisoning effects. Rearranged some override files. And Im working on trying to get some cheap, homemade rad curing stuff.

Nerfed young ant queens egglaying and nerfed the frequency of native fungal ants in a hive. The fungal ant are meant to add flavor and if they are ruining late game then they have got to go.

I updated it more. If one tank of gas should last a car for 3 day (72hours) just idling, they now do. A little faster, but for 8 hours the 12% of a gas tank was consumed by a car car.

Getting 2 errors with latest pk reimagining mod:
No mapgen terrain exists for lab_complex_b1
No mapgen terrain exists for trapdoor_pit_loner