Author Topic: PK's Rebalancing Mod  (Read 93443 times)

Offline DeWolf

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Re: PK's Rebalancing Mod
« Reply #1095 on: September 07, 2017, 08:04:18 AM »
Really Bad Day at .5 item spawn rate is extremely difficult. Like... I've probably attempted it 50 times throughout the week. Anybody have any tips?
Disassemble everything unless you need said thing as is, like beds.

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #1096 on: September 07, 2017, 02:30:44 PM »
car.  a car will negate most of rbd.

you still need a 1st aid kit and food, but zeds often drop antiseptic these days, and i have added a recipe for makeshift homebrew antiseptic which is some pine boughs and water and salt

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #1097 on: September 07, 2017, 05:59:31 PM »
Added in some tweaks to the locations.


- Derelict barn:  More chance for vehicles (which are a mix of farm and bandit spawns) to up the chance of finding a: a working vehicle and b: a boom crane.

- trapspider pit:  Ensured that the downward slope will spawn.  previously the boulder it hides behind would overwrite it.  Ive also added a chance of loot above ground, to 'entice' you to go over and get nommed.  below there is more loot.  From the really good spider item spawn pool.

- garage:  popped in my jsonization of the garage.  The difference is in the vehicle and item spawn chances.

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #1098 on: September 07, 2017, 07:27:31 PM »
fungal spores are now their own subfaction, allowing me to make wildlife like squirrels and cows and pig avoid them while keeping them hostile to zeds.

Now the concept of zombies chasing around spores and sticking them in their mouths should be funnier, and moose should stop freaking out over them.


Also, Ive make infected wildlife and humies freak out over spores, possibly going hostile to their own spores.  lulz.

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #1099 on: September 08, 2017, 03:51:43 PM »
https://github.com/pisskop/PKs_Rebalancing


Here are some damage tweaks, and the aforementioned changes to trapdoor spiders.  Do note that it does not really affect the low level zeds, but rather the higher end ones, as well as some insects.

Offline Squaggly Maggleton

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Re: PK's Rebalancing Mod
« Reply #1100 on: September 09, 2017, 04:28:08 AM »
Awesome mod! I'm really enjoying the bomblets in particular. I was wondering, though, if there was some kind of bandolier for them that I can craft. I understand strapping lots of tiny explosives to my chest might not be the best idea, but it could lead to some FUN! moments, especially if you can mix and match bomblet types in one bandolier. You could load it up, throw it out, and blow it up! (or die horribly to the first tank bot or grenadier you don't see, but hey, that's what power armor is for, right?)

*Edit* Also, could it be possible to make underbarrel bomblets stackable? I found a mod gun with two underbarrel slots and was kinda exited to have shock and acid loaded on the same rifle. I imagine they're just tubes so it makes sense for them to sit next to each other, unlike two crossbows or something lol.
« Last Edit: September 09, 2017, 04:35:32 AM by Squaggly Maggleton »

Offline survivornaginata

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Re: PK's Rebalancing Mod
« Reply #1101 on: September 12, 2017, 09:24:46 AM »
 one issue i see problematic in at least my enjoyment of mode-radiation-not cause i dont like radiation in game i adore pk for introducing more pressing radiation dangers  but for radiation spots which for some reason tend to appear in my static bases and ruin homes i spent time to reloacate and fortify-i can still use them but sudden need of avoiding spots is annoying.Not knowing all exact mechanics why and how it happned may be reason but in ln last  game  i protected fire station and dint let smokers or radiated zombies in (well metal doors did the job) and didnt had some high irradiated npc with me and still one day when i took nap on floor tile i was greeted with radiation badge turning red and me having 300 rads when i woke up after several hours.Found several spots in base close to each about 30-40 rads.

« Last Edit: September 12, 2017, 05:02:54 PM by survivornaginata »

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #1102 on: September 13, 2017, 04:01:34 PM »
one issue i see problematic in at least my enjoyment of mode-radiation-not cause i dont like radiation in game i adore pk for introducing more pressing radiation dangers  but for radiation spots which for some reason tend to appear in my static bases and ruin homes i spent time to reloacate and fortify-i can still use them but sudden need of avoiding spots is annoying.Not knowing all exact mechanics why and how it happned may be reason but in ln last  game  i protected fire station and dint let smokers or radiated zombies in (well metal doors did the job) and didnt had some high irradiated npc with me and still one day when i took nap on floor tile i was greeted with radiation badge turning red and me having 300 rads when i woke up after several hours.Found several spots in base close to each about 30-40 rads.

hmmm.

The only zombies to emit any ambient rads are:

- bloated zeds
- smoldering zeds
- (glowing) huge boomers
- charred nightmares (the vault monsters)
- putrid zeds
- incus zombie (the evolved smoker)

- hell hound (dog smoker)
- putrid pile (scorched animal zeds)



Those all do emit ambient rads.  The gas needs to travel to or adjacent to your tile in order to affect the tile; the monster in of itself does not spread radiation by its simple physical presence.

Other zeds may do rads on a successful attack.


Ive removed most of the effects that can cause ambient radiations.  Only 1 now remains, the weakest one available to the zeds.  To compensate Ill add more attack-contact rads to zeds.

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #1103 on: September 13, 2017, 04:11:08 PM »
Awesome mod! I'm really enjoying the bomblets in particular. I was wondering, though, if there was some kind of bandolier for them that I can craft. I understand strapping lots of tiny explosives to my chest might not be the best idea, but it could lead to some FUN! moments, especially if you can mix and match bomblet types in one bandolier. You could load it up, throw it out, and blow it up! (or die horribly to the first tank bot or grenadier you don't see, but hey, that's what power armor is for, right?)

*Edit* Also, could it be possible to make underbarrel bomblets stackable? I found a mod gun with two underbarrel slots and was kinda exited to have shock and acid loaded on the same rifle. I imagine they're just tubes so it makes sense for them to sit next to each other, unlike two crossbows or something lol.
- I can make a bandolier.  It will only hold 1 type of bomblet, unfortunately.  Per bandolier.
- Only 1 underbarrel mod can be installed per gun.  hardcoded limitations.

The next update I post will have both this and the above fixes.

Offline pisskop

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Re: PK's Rebalancing Mod
« Reply #1104 on: September 13, 2017, 05:48:46 PM »
Go gettem, both fixes are in.

Ive nerfed the gas from monsters causing rads.  As much as possible without outright removing it.  All of the above mon still emit some ambient rads.
Ive added an arm bandolier for bomblets, a brute shot weapon, and recipes for crafting the mag for it.

Offline hobophobic

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Re: PK's Rebalancing Mod
« Reply #1105 on: September 16, 2017, 05:44:45 AM »
https://i.imgur.com/5RRIdzy.png

Help please. Can't load any game worlds after updating to a new exp and PKM version. TIA :)

Offline Squaggly Maggleton

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Re: PK's Rebalancing Mod
« Reply #1106 on: September 16, 2017, 06:34:55 AM »
https://i.imgur.com/5RRIdzy.png

Help please. Can't load any game worlds after updating to a new exp and PKM version. TIA :)
Weird. I don't get that error, everything is fine for me. I play on windows, what about you?

Offline hobophobic

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Re: PK's Rebalancing Mod
« Reply #1107 on: September 16, 2017, 06:45:21 AM »
I'm on Ubuntu. Can't load old saves or create new characters in new worlds...

Gonna try a full delete and re-compile for now.

Offline DaWhatTheFox

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Re: PK's Rebalancing Mod
« Reply #1108 on: September 16, 2017, 10:50:06 AM »
I am on experimental build #6773 with the latest PK Rebalancing Mod version, and I too am getting an error:


Offline stk2008

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Re: PK's Rebalancing Mod
« Reply #1109 on: September 16, 2017, 12:21:08 PM »
seems like the new "Use last character prestes caused this?" in one of the last updates