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Messages - pisskop

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1
The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: Today at 01:48:12 AM »
Next video title:  Jackass: Wasteland Edition.

2
i didnt know you could wear just the helm.

but it has superior armor to virtually anything else at the cost of a lot of encumbrance

3
Im a fan of throwing animals into deep pits and starving them until you can feed them.

4
Does dog food work on non-dogs?  I thought it was id hardcoded?

5
The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: April 24, 2017, 06:44:43 PM »
https://www.youtube.com/watch?v=H0AN_LalL4U&feature=youtu.be

Better known as:  How I learned you can sew a fully-functioning coat in 40 minutes.

6
the game depopulates the spawn special.  it just stops spawning new ones by decreasing the available population until no more can spawn.  but - its not instant.


that said, i dont think it can remove an already present spawn that is outside of said radius.  so, while i think the effort to spawn a fungal garden underground futile, i also think its pretty dorf.


ive considered making dermatik armies mysrlf  :o

7
The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: April 23, 2017, 01:16:38 AM »
started work on properly setting up the strange cabin.  felt I should do it right or not at all ...

new one is gonna be 2x2, 2pos3 floors.  basements, of course.

no 'boss room', but since nobody told me what the quest to go to the cabin is im preserving both the darkman spawn and the 2 building ids.


and i loaded up the desktop recorder today, in hopes of starting anew survivor to showcase the mod with.  gotta make a post audio file for it probably tomorrow.  surprised to see my first attempt was successful.  a few shadies, and a npc tried to rob me while i had a shotgun nearby

8
The Lab - Contributions and Mods / Re: No Funs: Weapon Spawn Rebalance
« on: April 22, 2017, 04:49:26 PM »
crafting weapons?

also yea zombie drops should still havem

9
nah.

what we need is a better way to hotwire.  or easier.  fact is most people dont know howdo: hotwire.


why would more people leave their keys in the ignition?
keys inside a house is reflected by car on property not needing hotwiring

10
The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: April 21, 2017, 11:30:35 PM »
New version


- added missing mi-go evo speech text
- added new cave variant
- added new cult enemies and fleshed up the cult a bit more
    - All cult enemies, almost, have some tweaked statlines and some abilities
    - cult enemies are centered upon the strange cabin and the Stonehenge
    - boss monsters for cult
    - Nerfed darkman but made him a rare enemy instead of uniquely spawning in 2 locations
    - added 2 'more human' cult faction members
 

11
The Toolbox - Code Help / Re: The Minor JSON Questions Thread
« on: April 20, 2017, 09:39:59 PM »
How do I add my own builtins?

I tried adding new caves; for instance it was a few minutes of work to make a 'dusk horror' cave.  but the game wont read it or I dont know how to properly add it as a builtin.

The src mentions:
mapgen_functions_big.cpp

but no such file exists?

12
yes it was.  the fix was look upon positively, and the one who made the pr noted the change

13
ummm..  :p


wtf would you stow ammo next to a bonfire?

14
yes.

old, long-standing errors in the spawning code got nipped.

'chance', one of the variables that changes measurement depending upon what json code you look at, was not used correctly in any, of its instances.

15
Nope, haven't you ever heard of a 'dead tree'. you dummy?  :o

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