PK's Rebalancing Mod

I … think I know why some structures are underwhelmingly rare.

I think the -1 value for min distance from a city is somehow making them not spawn. Perhaps they try to spawn on a city tile and fail to?

I removed them from my spawns and they all spawned as intended. mostly. So Ive uploaded that into git.

[quote=“pisskop, post:541, topic:11323”]I … think I know why some structures are underwhelmingly rare.

I think the -1 value for min distance from a city is somehow making them not spawn. Perhaps they try to spawn on a city tile and fail to?

I removed them from my spawns and they all spawned as intended. mostly. So Ive uploaded that into git.[/quote]

ok, how do i download it? from the latest download dropbox link? or the github link? thje github says its been updated many days ago.

Holy hell man, was that intended?

Ive nerfed their frequency and added a few new field structures, so no.

but 4 of them spawned in the same area creating one superhive.

[quote=“123nick, post:542, topic:11323”][quote=“pisskop, post:541, topic:11323”]I … think I know why some structures are underwhelmingly rare.

I think the -1 value for min distance from a city is somehow making them not spawn. Perhaps they try to spawn on a city tile and fail to?

I removed them from my spawns and they all spawned as intended. mostly. So Ive uploaded that into git.[/quote]

ok, how do i download it? from the latest download dropbox link? or the github link? thje github says its been updated many days ago.[/quote]

sorry, Im trying to work with Remroy to get the mod included into the CDDALauncher. So some wonkyness.

I made a new release, pls try that again. All of you I suppose. As an aside, Ill release more of those.

[quote=“pisskop, post:544, topic:11323”]Ive nerfed their frequency and added a few new field structures, so no.

but 4 of them spawned in the same area creating one superhive.[/quote]

how should i go about fixing it? im using this, with the PRM++ spawn list merger thingy, for use with both cataclysm++ and PK’s rebalance. i assume that patch needs updating?

That issue is saying you dont have the raws for the radbag

{
“id”: “mon_zombie_radbag”,
“type”: “MONSTER”,
“name”: “smoldering zombie”,
“description”: “A faintly shimmering and leathery humanoid within a cloud of misty vapors. Horrible burns pock its rough flakey skin. Just looking at it make your skin prickle; being close it makes you feel tingly in a very bad way.”,
“default_faction”: “zombie”,
“species”: [ “ZOMBIE” ],
“diff”: 16,
“size”: “MEDIUM”,
“hp”: 80,
“speed”: 90,
“material”: [ “flesh” ],
“symbol”: “Z”,
“color”: “ltgreen_yellow”,
“aggression”: 100,
“morale”: 100,
“melee_skill”: 5,
“melee_dice”: 2,
“melee_dice_sides”: 6,
“melee_cut”: 4,
“melee_damage”: [
{
“damage_type”: “heat”,
“amount”: 2
}
],
“dodge”: 5,
“armor_bash”: 8,
“armor_cut”: 2,
“vision_day”: 50,
“vision_night”: 9,
“luminance”: 3,
“emit_fields”: [ “emit_radbag”, “emit_radiation_small”, “emit_radiation_plume”, “emit_gas_plume” ],
“special_attacks”: [ [ “GRAB”, 20 ] ],
“death_drops”: “mon_zombie_hulk_death_drops”,
“death_function”: [ “MELT” ],
“flags”: [ “SEES”, “HEARS”, “STUMBLES”, “WARM”, “POISON”, “NO_BREATHE”, “REVIVES”, “BONES”, “NIGHT_INVISIBILITY” ]
}

That error, however is about you missing the radiation zombie code. Which Ive included above. If this persists, you can add it yourself. Though its in the mod. Just stick it into the monster file. Or really, dont tell anyone, but any json file will make it be read

[quote=“pisskop, post:547, topic:11323”]https://www.dropbox.com/s/a454aavsf0idq01/noct-pk%20Patch.zip?dl=0

That issue is saying you dont have the raws for the radbag

{
“id”: “mon_zombie_radbag”,
“type”: “MONSTER”,
“name”: “smoldering zombie”,
“description”: “A faintly shimmering and leathery humanoid within a cloud of misty vapors. Horrible burns pock its rough flakey skin. Just looking at it make your skin prickle; being close it makes you feel tingly in a very bad way.”,
“default_faction”: “zombie”,
“species”: [ “ZOMBIE” ],
“diff”: 16,
“size”: “MEDIUM”,
“hp”: 80,
“speed”: 90,
“material”: [ “flesh” ],
“symbol”: “Z”,
“color”: “ltgreen_yellow”,
“aggression”: 100,
“morale”: 100,
“melee_skill”: 5,
“melee_dice”: 2,
“melee_dice_sides”: 6,
“melee_cut”: 4,
“melee_damage”: [
{
“damage_type”: “heat”,
“amount”: 2
}
],
“dodge”: 5,
“armor_bash”: 8,
“armor_cut”: 2,
“vision_day”: 50,
“vision_night”: 9,
“luminance”: 3,
“emit_fields”: [ “emit_radbag”, “emit_radiation_small”, “emit_radiation_plume”, “emit_gas_plume” ],
“special_attacks”: [ [ “GRAB”, 20 ] ],
“death_drops”: “mon_zombie_hulk_death_drops”,
“death_function”: [ “MELT” ],
“flags”: [ “SEES”, “HEARS”, “STUMBLES”, “WARM”, “POISON”, “NO_BREATHE”, “REVIVES”, “BONES”, “NIGHT_INVISIBILITY” ]
}

That error, however is about you missing the radiation zombie code. Which Ive included above. If this persists, you can add it yourself. Though its in the mod. Just stick it into the monster file. Or really, dont tell anyone, but any json file will make it be read[/quote]

thanks, but i think that if the radbag was broken, then maybe other things would also be working wierdly, beside just the radbag? maybe the whole patch needs to be updated. i can give more logs, maybe

It was. I just linked it for you.

The ‘patch’ doesnt work by redefining monsters, it works by compiling monster lists.

[quote=“pisskop, post:549, topic:11323”]It was. I just linked it for you.

The ‘patch’ doesnt work by redefining monsters, it works by compiling monster lists.[/quote]

oh thanks :smiley: yeah, i checked it and it seems to be working, just some wierd things about the survivors SUV seat belt or seat placement, but thats cataclysm ++.

also, the first post, there is a misspellign in the word color on a text tag or something, so it should look green but it doesnt

Oh yeah, that reminds me. How is the smoldering zombie invisible at night if it glows? It’s extra visible at night!

:o

well you see, you cant see it from far away? :o I couldnt just make it a smoker zombie.

I did consciously add both tags to it.

I brought this up recently, but was is the current status on radiation and anti-rads? I haven’t updated since before we last spoke, but I’m finding the amount of radiation I’m getting hit with to be pretty excessive. I managed to find a geiger counter and I figured it would help me with the struggle but it’s just informing me that bloody friggin’ everywhere is heavily irradiated… Me and both my companions have heavy radiation sickness and I’ve resorted to debugging myself PB’s but it’s still a losing battle. At this point I want to just debug the rads back to zero but I don’t know how.

Sorry, I’m ranting, love your mod, this is just getting to me :stuck_out_tongue:

gummy vitamins reduce rads
aquarium fertilizer reduces rads a lot
clay reduces rads raw but can have parasitic bacteria
boiling clay makes it clean, provides a small bonus to antiradding

prussians are best. and iodine pills will dramatically reduce exposure if taken before combat

non of them act instantly, but over time.

If you have thousands of bionic power, use the Radiation Scrubber System CBM.

i tried giving fungus fruit it too. but thr game nosold me

Updated to give royal jelly and the royal jelly derivatives instant rad reduction.

This also fixes subway stations and nerfs the radbag into a very small portion of the game. I added a new smoker and made an evo groups of smokers. This should reduce the deterioration of the world as radiation fills it.

To make it clear:

Suddenly stat loss, pain, or vomiting is probably caused by radiation.

Radiation will go away over time naturally, or by taking medicines.

Prussian Blues will take away existing rads, Iodine tablets will prevent radiation that you will get exposed to. Take Iodine before heavy combat with smoking zeds.

Ive added some makeshift/weaker rad reducers.

Clay from clay mounds has been given rad reducing power. It will spawn in stores, bathrooms, and on zoms. It can give you a parasite if you are unlucky.

Boiled clay will not give you parasites. Boil raw clay from a mound to make boiled clay. It is also more efficient at rad removal.

Aquarium fertilizer will hurt your health and maybe make you vomit but is the best makeshift rad remover.

Royal jelly and royal jelly sap will remove rads instantly. up to 100 rads per use.

All of the above, except royal jelly, will take some time to take effect, and overdosing on rad removal items will cause unfortunate side effects. Not lethal, but annoying.

I support these changes. Gonna give the updated mod version a try now.

Hey, I haven’t seen any Doom creatures or structures lately. Are they more rare or does this have something to do with the “too many special location” errors I get on loading?