Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Kaballah

#181
Thanks for doing this, appreciate it.   :)
#182
I'm pretty sure the Medieval Factions mod conflicts with the Zombie Apocalypse zombie faction, I was getting errors complaining about internal duplicate faction IDs or something until I finally disabled the Medieval Factions mod, FYI.  I don't have any idea of how to fix that or if that's even possible.  Otherwise working great though!
#183
Well the leather and health changes aren't exactly bugs, they were changed on purpose, but if you don't like them (I don't) they're easy to change back, it's just one number each.  I'm just glad the mod works in A12, thanks Skylark.

e: I'm fairly sure Ish's Medieval Factions mod conflicts with the zombie faction, I was getting errors complaining about internal duplicate faction IDs or something until I finally disabled the Medieval Factions mod, FYI.
#184
This is a little more reliably small, also a little less rare (after all every map has tons of steam vents anyway):

      <li>
        <perlinFrequency>0.007</perlinFrequency>
        <thresholds>
          <li>
            <terrain>MossyTerrain</terrain>
            <min>0.0</min>
            <max>0.1</max>
          </li>
          <li>
            <terrain>Marsh</terrain>
            <min>0.92</min>
            <max>0.95</max>
          </li>
          <li>
            <terrain>WaterShallow</terrain>
            <min>0.95</min>
            <max>1.5</max>
          </li>
        </thresholds>
      </li>
#185
This is pretty close to what I'm thinking of, most maps won't have any of this patch and when it does appear it should be pretty small:

      <li>
        <perlinFrequency>0.003</perlinFrequency>
        <thresholds>
          <li>
            <terrain>MossyTerrain</terrain>
            <min>0.0</min>
            <max>0.1</max>
          </li>
          <li>
            <terrain>Marsh</terrain>
            <min>0.92</min>
            <max>0.95</max>
          </li>
          <li>
            <terrain>WaterShallow</terrain>
            <min>0.95</min>
            <max>999</max>
          </li>
        </thresholds>
      </li>




I used the venerable Million Monkeys algorithm to come up with this :V


e: ahahaha rare yes, but not always small:
#186
Tinkering with terrainPatchMaker values and somehow I came up with a river!   :o

#187
Ideally, a steam geyser in the middle of glacial ice terrain ought to create some melt water around it; that's not a patch though, that'd be a different version of the steam geyser specific for glacier.  I'm not going to be able to do that I don't think.
#188
Actually here's an idea for you: how about a very rare patch type that is a little bit of water and marsh that generates heat, in tundra and possibly glacier too, like a real world hot spring you can find in places like Iceland:



I'm going to mod in something like this locally but since I still really like your biome mods and will still be using them I wouldn't release that separately, I'd just rather you built it into your own mod if you're interested.  The patch part will be easy, making it emit heat I doubt I can do myself but that's OK, I'll just pretend ;)

e: for a glacial hot spring probably just water, no marsh
#189
Is something wrong with zombie leather, I can't seem to make anything out of it in this build.  I may be having some other mod conflict though?   ???

Oh, LeatherAmount is set to zero in the race def.  ... Why?

e: well again at least it's easy to undo, if you want your zombies to give leather on being butchered again you can edit:
Zombie Apocalypse_SK\Defs\ThingDefs\Races_Zombie.xml

find the ThingDef block for BaseZombie, find the line "<LeatherAmount>0</LeatherAmount>" and change the zero to some larger number e.g. 20, the same as default human.
#190
Good to know that, thanks!
#191
Quote from: MultiDavid on September 16, 2015, 03:17:43 PM
Well you see, when you butcher a tailteeth for example, you get LOTS and i mean LOTS of meat, if you butcher 5 blueblade you get around 50 something fillets, and by having 1 fisher, i have more meat than if i was to hunt all of the map's wildlife combined >_<

I'm gonna agree with this and suggest you reduce how much food a single fisher can produce.  Even one fisher with minimum skill, no special work speed backgrounds or anything, makes way more food than it probably should.  Maybe you could make the fishing job take more work per fish pulled or something?
#192
I'm fairly sure the conflict was with MarvinKosh's "Hot and Cold Minification" mod, which adds a whole bunch of smithable recipes, but it seems to work OK if MarvinKosh's mod is loaded last?  Hopefully?  At worst I could leave that mod out because it's more about turrets anyhow, which I rarely use lately.  FYI, thanks!
#193
The game just gave me "recovered from incompatible or corrupted mods" so I'm actually not sure the problem is with your mods at all, I'll tinker with what I've got loaded and try to figure out what's conflicting with what.  Hoping I can fix this because I really like your weapon/armor mods!

e: yeah it's something else:
#194
There does not seem to be a recipe to craft the "hauberk" type armor at the smithing table, that would be nice to have.

e: Does the vanilla smithing table just automatically pick up the recipe in Ish_MedievalArmor\Defs\ThingDefs\Ish_MedievalArmor_ArmorVarious.xml ?  The platemail and gambeson recipes show up correctly at smithing/tailoring tables but I don't see the hauberk listed.

e2: Well that's really weird, I set the mod order to load the armor mod after the weapon mod and now the hauberk recipe shows up, but the battle axe recipe has dropped out.
#195
Rikiki here's an idea that goes along with both fishing and cave plants, although it may be a real pain to implement since it involves map generation: would it be possible to have small "hidden springs" patches of water that could be placed inside rock, the way metal is placed in Genstep_ScatterMineableBlotches, maybe with a little empty space bordering it?