PK's Rebalancing Mod

they have been spawning for me. ill look tomorrow, the only recent change is to cathedral, where i took out the intercity spawning to test my theory above about city blocking

I just did debug>reveal map and I have no Doom locations.

To get the latest version I typically download your ‘latest trial git’ and not the ‘latest patch’, is that ok?

Would you say it if your latest version is not compatible with latest experimental also? Perhaps it can be precised on the front page? I’m never sure the two get along :wink:

How you use these symbols for the overland map? That’s the overland map, right?

Also on ‘too many mandatory location’, even with the removal of ‘additional buildings’ mod, I still get it on a new world with your mod. I’m seeing that adding PK Re-imagining add ‘crazy cataclysm’ as a dependency, that’s normal right?
Also use boats, huge vehicle mods, but they don’t add locations, right?

Update your Mining Mod.

i add a fair bit of new buildings. so yes another mod adding buildings could easily tip off the ‘too many mandatory buildings’ warning.

ill look at the doom structures, but short of forcing them to spawn what else can i do? has taking the doomguy start worked?

What are your settings? I genned a world and got all three structures on one map: the castle, the spire, and the lab.

I want them to spawn for everyone, but I dont know what settings are changing them to not do so.

I use 10 city size, 5 city distance, and no extra building mods.

Are the demons and other monsters added by this mod supposed to appear as letters or sprites?

If the tileset modders havent made any sprites for them they will be ascii symbols

I’m using the More Locations (by Sunshine) mod in this world. I don’t know how to check the other World Gen settings I might have used.

There’s a Doom Lab? Does it look any different from a regular lab?

Well it had to be custom made by me. It is a set of 4 or ids with 6 or 7 maps for each, laid onto a persistent layout.

ie: the layout is always the same ids, but each id has many kinds to give it a more random appearance.

except stairs and the finale. there are only 2 kinds of up and downs stairs and 1 of the upper and lower finale.

P:
id check it out.
Its a trip. not just demons, but robots v blobzoms v demons.

Pp:
Also theres only 1 b1 foyer.

I meant on the overmap.

a lab with 5x4 forest directly behind it.

its walls are reinforced concrete, and reglabs are simple concrete

[quote=“Nibelung44, post:564, topic:11323”][quote=“pisskop, post:540, topic:11323”][
Also on ‘too many mandatory location’, even with the removal of ‘additional buildings’ mod, I still get it on a new world with your mod. I’m seeing that adding PK Re-imagining add ‘crazy cataclysm’ as a dependency, that’s normal right?
Also use boats, huge vehicle mods, but they don’t add locations, right?[/quote][/quote]

no. I dont require ‘crazy cataclysm’. Use the version downloaded here please; the other version that comes with the coregame is obsoleted and Ive never added such a dependency.

Hey,

I realized, to my dismay, that I did not add your mod when generating my new world. Can I add it to the list of mods in ‘mods.json’ ? My understanding will be that the areas I already generated won’t have your extra buildings, but the new ones can get these (or is it all determined in advance everywhere, but the world is infinite, right?)

already generated overmaps will not have any of my map stuff.
Monsters and items will generate as you move into now areas.

Fair enough!

How monster evolution works? Will some of the base monsters in the already generated areas evolve into one of you?

Also about mandatory map specials. Before adding your mod, I was just above the limit at 73, after I’m at 102. Can you enlighten me a bit of how this whole thing works?
a) map specials can’t be placed, but where? Most of the areas are not generated and the world is infinite in theory? Is it within the 165x165 legacy world size limit?
b) why there is so many mandatory structures, even in the base game?

PK, do you automatically include skill rust in the Balance mod?

thats an option,. cant set that for you

but if you ask me if i play with it on, yes i do