PK's Rebalancing Mod

The last link give me the exact same error. (b6130)

(https://www.dropbox.com/s/il87ysjl85to0dc/PKs_Rebalancing.zip?dl=0)

I didn’t used dropbox link, but downloaded the last instance from git btw, before you asked to use this link instead.

i think maybe its a windows issue?

:expressionless:

is swears it, i am not gettong error pops nor do i exepct to given what has been shown in the jsons

ill test it later today with wine

No problem. I understand how it works when you can’t get the error yourself, that’s a pain to see what’s up and even more to “fix” it.

I’m not really asking for a solution either, but I would mostly like if, by the look of the error, it sound something bad for my save(s) or if it’s something than can be ignored as it won’t crash. Or maybe you don’t know. No big deal anyway, as far as I’m playing, I don’t see any direct problem.

Is it ok to update PK mod to latest experimental?


Here we go. Fixes the errors. Apparently now I have to specify two values for coordinates if I use brackets. Because why would the game use the first value as both a min and max? :roll:

although, strictly speaking, its an improvement because you could just not use any brackets if you wanted to use just 1 point. thus it aids in bugchecking in a very specific circumstance.
Though it only hurt me so expect me to ignore that and bitch about it.

Hey Pisskop, I didn’t see it mentioned in this thread, but just thought you should be aware we made a patch for the MShock32+ottoplus tileset to give all the PK’s Rebalancing mobs a sprite. Partially built by Nibelung44 and finished/compiled by myself.

It’s currently being pushed into the main game to replace the base MShock32 spriteset and will be in the main experimental branch after a few more days.

Just thought I’d let you know so that if anyone ever asks you about tilesets for the game, you can point them there.

Anyone else getting an error message about too many overmap specials when using both PK and Cataclysm++ (With the patch of course)

PK, are you sure incendiary ammo work? I have unloaded 7 incendiary bullets onto an acidic zombie, and I had no proof it was even moderately on fire.

Hey PK,
Brought this to the forums. My question is about the way that health and nutrition are working in game. It seems that no matter how well I eat, live, avoid parasites, monsters, poison, and radiation, my health keeps declining. I was curious so I started a new character and closely monitored his health through the debug menu. All he did was sit around, eat a healthy diet, and sleep, but his health still declined despite having a positive “Health Modifier” score. He was not irradiated, infected, or injured.

I believe that a beginning player should be able to put together a balanced meal with low skills, and I set out to simulate this with a diet of wild vegetables, meat, and (eventually) the occasional bone broth.

Once I began monitoring the needs menu, I noticed that it was possible I wasn’t getting enough calcium, which was contributing to my negative health. I began adding bone broth to my rotation, working on the assumption that I could probably drink one a day during normal game play. Despite this, the health value remains in the negatives, and seems to be getting worse.

When I expanded beyond my meat, vegetable, bone broth diet, and spent time collecting a variety of foodstuffs it didn’t work out to well: There doesn’t seem to be enough time in the day to eat properly. I can handle pretty much everything else that this mod throws at me, but I can’t handle the simple task of eating properly.

I did another test with no PK, just the core game, and following the above I had no health problems. In fact, my health was quite good.

I know a core element to this mod is the unstoppable decay of the world and yourself, so I wasn’t sure if this was a bug or a feature.

P.S. Your mod is the reason I started playing cataclysm again. I really appreciate your take on the game, and hope you keep up the good work. I also wanted to say that I’ve been really enjoying your videos, and can’t wait to see how you handle imps.

ive been away from a terminal all week, later today ill go into detail re:health
but

@incendiary ammos.

which ammo? i add a few. but the one i suspect is the 10gauge.
ut does have incendiary. youre looking at a coregame flaw

@health
.in a nutshell, i suspect your new survivor was cold.

yup. cold people reduces health. but ive lacked feedback about it until now.
its by no means a final finished product, but reducing health for being to hot or cold has been a thing for a little while now

Aye.

Health in the game is usually an easy stat to manipulate. drink some tea --> never sick :roll: yea okay.

Health is hard to lose ingame, except by eating crap. And any midgame character can survive off of literal roadkill (one of my favored activities is to make opossum soup midgame with my mini-deathmobile). So I mean meh. health is a good idea wasted on shit you can easily avoid.

So, I added some health lose to many activities.
First up, its important to know that there are 2 health modifiers.
- health is the one you see, and the one most stats use.
- hmod is the underlying health score, the one that an ‘at rest’ character will gravitate towards. while it can be zero, its often higher or lower depending upon what you do and experience.

poison can reduce hmod. and health
being too cold can really reduce you health and also hmod
being to hot can slowly reduce your hmod
eating crap like fertilizer can reduce your health
taking drugs and combat stims can reduce your health

Many things will reduce your health. and hmod.

The scale for both health and hmod is -100 to 100. at 100 health you experience 2x the healing. at -100 you get none.
Like I said, hmod is the natural ‘state’ of your character, which is analogous to their longtime health. Drinking a few cups of tea or taking a flu shot won’t lift this much.

Living a healthy lifestyle will raise your hmod though.


This all said, I can revise the stat lose for both hmod and health.

Cold and heat will probably be slow loss
poison will be higher.

PK, Thank you for the responses.

I did some follow up testing on two characters, and found that it is much easier to maintain a positive health score than to regain a negative one. Test character one(1) was never chilly once, ate well, and slowly raised the health score to ~6 by day three. Test character two(2) was chilly for ~4 hours on the first day while I made warm clothing. He ate well that day, but despite having a hmod of 36, developed a health score of -6 by the end of the day. He was chilly during the night, and by day 2 had a health score of -8. During that day I maintained a hmod of 22-36, and the health score went up to -6. He was cold again that night, and by the next morning had a health score of -22, and was getting the message about eating better. This might be irrelevant information if you have changed the values, but I thought I would share.

All considered, it is actually a very realistic system, but perhaps a little too accelerated. Reducing the negative effects of cold/hot while increasing the effect of poison seems like a good step: I’ve always felt that poison is much too easy to get over.

Thanks again for all your work.

This will need to be further updated to accommodated the just minutes ago merged customizable attack doodads.

The new generic attack system is quite untested (other than “it works in the cases it was tested with”), so if it is hard to use, undocumented or “weird”, it would be helpful if that was reported on github. I don’t usually check mod-specific threads.

Hey PK,

Found a bug in your mod (I think). Firing a .410 ammo leads to 10 shells each time.

That type of bug is caused by obsolete casing entries from before the generic casing PR. Look at ammo_casings itemgroup and the generic file.

ill have to fix it

and hey bork! good to see you around these oarts

hey.

opinions on moose tossing?

i think i may reduce the variation in damage moose do to make them throw you ‘less far’ but up their static damage.

kind of like armor piercing of vampire bats or Cupids

I am FOR moose tossing. I think it adds a lot to your mod.

If you want to tone it down, I would be fine with that. But I would be sad if you took it out entirely.