PK's Rebalancing Mod

Your game shouldnt be trying to gen ‘loner’. I suspect you may have been using a (well) outdated version previously in this world. perhaps the one that comes with the main game?

Nope this is with the newest and only thing that is refing it is the mod.

Both seem to be reffed in recent git of it in pk_overmap_terrain

Ill update and check but if they are suddenly throwing issues in a new world its due to increasing linting strictness. Those are there for backwards compatibility. mostlly.

Aye, Ill fix it up. Gimme 3 minutes.

done. Thanks for the prompt word of warning.

[quote=“pisskop, post:525, topic:11323”]Aye, Ill fix it up. Gimme 3 minutes.

done. Thanks for the prompt word of warning.[/quote]
Goddamn. Are you ever not working on something cata-related?

Its working now.

Added in a cheap deradding.

-gummy vitamins will derad you. Id recommend you not overdose on viramin pills. but multiple doses will cleanse you faster.
-Aquarium fertilizer will taste bad, be unhealthy, and will advance your iron surplus, but will skip right over the small stuff and give you a lot of rad cleansing over time.

{
“type”: “effect_type”,
“id”: “chelated_iron”,
“name”: [
“Chelated Iron”,
“Chelated Iron”,
“Chelated Iron”,
“Ferric Iron”,
“Ionic Overdose”,
“Ionic Overdose”
],
“int_add_val”: 1,
“max_intensity”: 6,
“base_mods”: {
“rad_min”: [-1],
“rad_chance”: [12],
“rad_tick”: [5],
“thirst_min”: [1],
“thirst_tick”: [10],
“thirst_chance”: [10],
“thirst_max_val”: [25],
“vomit_chance”: [-1900]
},
“scaling_mods”: {
“health_amount”: [-2],
“rad_min”: [-0.4],
“rad_chance”: [-0.8],
“thirst_chance”: [-1],
“thirst_max_val”: [35],
“vomit_chance”: [600]
}
},
{
“type”: “effect_type”,
“id”: “tummy_tablet”,
“int_add_val”: 1,
“max_intensity”: 3,
“base_mods”: {
“health_min”: [-1],
“health_max_val”: [-2],
“vomit_chance”: [-4000],
“pkill_min”: [1],
“pkill_tick”: [10],
“pkill_max_val”: [10],
“fatigue_amount”: [50],
“sleep_chance_bot”: [8000]
},
“scaling_mods”: {
“pkill_max_val”: [5],
“fatigue_amount”: [75],
“health_min”: [-1],
“health_max_val”: [-2],
“vomit_chance”: [-500],
“stamina_min”: [-0.5],
“sleep_chance”: [2],
“sleep_tick”: [100],
“sleep_max”: [100]
}
},

dl on git for it.

What is the tileset you are using for your mod? Because I’m using MShock32Xottoplus.zip and there are a lot of sprites missing right now.

I manually went in to replaced the missing sprite references from xotto’s jsons.

How you did that?

I dont use tilesets and I dont really know how to them. Ive so far been lucky to have people help me out there.

Ive also added in clay for rad removal and boiled clay for parasite-free rad removal. Also low iron to help stave down hypermetabolism.

^^ Ill have to test it some, but so far its working. Its a slow process, so dont expect the rads to melt away instantly, but by taking them you can expect to be cleansed. Dont worry though, with a max intensity of 6 you wont waste them. Unless you eat more than 6 at once.

That’s a mystery to me too, as for example your weak Moose is a copy of the properties of the standard Moose. And the sdt Moose has an icon, but not your!! I’m clueless it seems :frowning:

ok, I found how it is done. You don’t actually edit your own monsters file, which is much more practical for updates. What is necessary is to edit the tile_config.json file of the graphic pack and append it with new entries, like:

    {
      "id": "mon_moose_weak",
      "fg": 2297,
      "bg": 967,
      "rotates": false
    },	

this is actually the copy of the record from the original moose

I found that some mods I was using still have some recipes that are explicitely asking for welding goggles instead of the quality glare-protection. I “fixed” it on my game, so after been told this mod is been updated out of the main branch of CDDA I thought it could be better to report it on each Mod forum thread. Most are on blazemod, but yours have 1 incidence (The version I use is the old one from MB repo as downloaded on experimental 0.C-5966):

[code]pk_recipe.json (1 hit)

Line 330:         [["goggles_welding", -1]],[/code]

Hope it helps.

Any idea on how to solve that?

update your version?

I no longer use ‘too many’ overmaps. But if you are using multiple mods you might pop that error.

there is no ‘problem’ with that error. Theres no detriment to having too many mandatory map tiles. The game i telling you you wont be able to have that many out there though. Some of them will be cut off and not spawn. And because [quest] thats a bad thing.

so ignore it or go into the overmap_special.jsons in the mods and remove some mandatory occurrences.

PK

Fresh install, fresh world. Just Core Cataclysm and your mod.

I have updated to latest, both in experimental and your mod, and the saved game still generates that. It might not be your mod though. I don’t see any ‘mandatory’ tags in the JSON file you are talking about, any pointer on that?

And as this is an ongoing game, I guess I’m doomed with this message until the end of my current game?

please try this. The dropbox version is the one released as a ‘new version’. give me a few and Ill update the dropbox one as well

Done. The dropbox is updated to the latest as well