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A16 - Medieval Mod (SDX)

Biome placement is done via code, so you may want to try different options in the rwgmixer to accommodate your changed world size.
I'll check with TormentedEmu about the horse issue.
Thank You for the help

 
First off great mod, toss up between this and Raevnherst as to which I like more. I am looking forward to the A17 version.

 


I do have to mention the overly aggressive towns folk. I have had them come out of there building to attack me.


 


Playing on an Our Secrets server and asked to have my player data wiped because I thought I had screwed up by looting (AKA Oblivion style).



However even on the restart, with out killing a single NPC. A large % of the town want to attack me on sight. All I have to do is walk by there home and I can see them aggro and head to the door. If I open it they attack. If they glitch through it they attack.


 


If your supposed to kill a large number of the town folk you are trying to save then I guess its working. But it just seems a bit to much to me.


 


Thanks for everyone hard work.


 
Definitely have to play it differently... The peasants can't open doors or break blocks, and are understandably unhappy with you for breaking into their homes, so my recommendation is to either sneak thief into the houses, by breaking a window and hopping in (1 block crouch works with this mod) or leading them out and just closing the door on them. =)

 
Hello once again,

I am trying to help another player to get on Medieval Mod. We used the Mod Launcher, Installed the Mod, Synced the Mod, then clicked on Play button on the Mod Launcher.

For me for example it takes me about 3 to 5 minutes to get to the Medieval Picture that shows just before the Menu pops up. On her computer the picture comes up in like 30 seconds or so and go through the loading of blocks and such when it gets to loading items it stops there and we waited about 5 minutes and it still stayed there? It took just seconds to go through the other things until it got to the Items.

Anyone know what we can try to fix this? She should be able to play this mod easily. I even tried to download the master core and copy the files into a copy of the original game in a seprate directory and still the same thing happens. I feel so sorry for her she really wants to try out this mod.

Please Help, Thank You.

 
Hello once again,
I am trying to help another player to get on Medieval Mod. We used the Mod Launcher, Installed the Mod, Synced the Mod, then clicked on Play button on the Mod Launcher.

For me for example it takes me about 3 to 5 minutes to get to the Medieval Picture that shows just before the Menu pops up. On her computer the picture comes up in like 30 seconds or so and go through the loading of blocks and such when it gets to loading items it stops there and we waited about 5 minutes and it still stayed there? It took just seconds to go through the other things until it got to the Items.

Anyone know what we can try to fix this? She should be able to play this mod easily. I even tried to download the master core and copy the files into a copy of the original game in a seprate directory and still the same thing happens. I feel so sorry for her she really wants to try out this mod.

Please Help, Thank You.
check the console, you probably have some errors there. The mod uses Emu's no NRE hijack so it wont pop the console down by itself. If it loads that quick I would guess that the Mods/SDX folder isn't in the right place, as it is the unpacking of the unity3d files that causes the long load times.

 
I do have to mention the overly aggressive towns folk. I have had them come out of there building to attack me.
The hostile peasants are essentially a placeholder until I can get to the code that will make them aggro when you wreck their house or loot their stuff. They may even summon guards :)

They are however quite weak and can be killed with a torch after a few hits, or oneshot with just about any proper weapon.

Consider them a bit broken in the head from being blight tainted if it helps :)

 
Thank You I'll look here in awhile to see if there is something I can do about the Horse.
The horse is currently coded to not fade quickly so that you can recover your saddle and items from the dead horse if needed, but we can look at making the corpse take damage to avoid the exploit. The other option is to have a corpse block that the items transfer to. It's a gradual process but its getting there more and more each day :)

 
Also since I'm thinking of it I made the Map larger for our server made it to 20,000 out. Ive noticed the crystal biome is out past this distance thought it was kinda strange does this biome and the other one that says to go North or South to get another item i forgot the biome that it is but are these suppose to be this far out or is it that we just haven't uncovered the map enough to see more of these biomes?
Thanks For The Help :)
In the mixer you will find this cell rule:

Code:
       <!-- This cellrule contains the adjustable settings for Medieval Mod, prob is a float, but will be cast to int if required -->
       <cell_rule name="MedievalConfig">
         <!-- mode 0 is spawnPoint, mode 1 is spawnArea random -->
         <hub_rule name="spawnMode" prob="1"/>
         <!-- X + is east, Z + is north -->
         <hub_rule name="spawnPointX" prob="0"/>
         <hub_rule name="spawnPointZ" prob="10"/>
         <hub_rule name="spawnAreaMinX" prob="-350"/>
         <hub_rule name="spawnAreaMinZ" prob="-350"/>
         <hub_rule name="spawnAreaMaxX" prob="350"/>
         <hub_rule name="spawnAreaMaxZ" prob="350"/>
         <!-- value between 0.1 and 1.0 -->
         <hub_rule name="southBiome" prob="0.7"/>
         <hub_rule name="eastWestBiome" prob="0.8"/>
         <hub_rule name="northBiome" prob="0.3"/>
       </cell_rule>
the 0.7 for south means it will be 70% of the world radius to the south, so 7k for a 10k world, 14k for a 20k world etc.

you will also need to move the world border biome that spawns constant necros and other nasties.

Code:
       <!-- BLIGHTED LANDS BORDER -->
       <biome_spawn_rule name="wasteland">
         <distance_from_center range="9500,10000"/>
       </biome_spawn_rule>
This provides a 500 block blighted border (non spreading, but not for long with all the necros that spawn there) before you hit the rad zone

The radiation zone (aka deadly cursed blight) will be at whatever the world radius is, so you don't have to set that in the biome gen

 
Currently looking at probably two or three more days before the final bits are ready for b15. Main holdup is the quests I want to re-work to flow better and guide you though the early stages and reward you with some unlocks etc. That will require a new save so I want to get it pretty much in place before we do the last save breaking update. b15 will essentially be the stable build for 1.0

 
Well this mod has claimed top spot for me. Great work by everyone and the POIs are just amazing.

 


One thing I have noticed. Has the timer on farming (plants) been lengthened or is it currently not working? I have had corn and aloe, in fertilized soil for over a week in game and still only get one item back. I have used both hands and a hoe to harvest them with the same results.


 
Well this mod has claimed top spot for me. Great work by everyone and the POIs are just amazing. 


One thing I have noticed. Has the timer on farming (plants) been lengthened or is it currently not working? I have had corn and aloe, in fertilized soil for over a week in game and still only get one item back. I have used both hands and a hoe to harvest them with the same results.
that reminds me, I needed to make the seed recipes give 2 seeds.

Atm the fert doesnt do anything (only gives bonus for <e> pickup plants rather than hit to harvest plants). A future version it will act as both a growth accelerator, and a reduction to the chance crops fail (also coming later)

The skills are pretty basic atm, as with the a17 changes there isnt much point in putting effort into them only to throw it all away. 100 in blade weapons is +10% harvest, and lvl 5 knife guy is +50%, but I keep forgetting to test if that will give a chance at two items at less than +100%

as Emu said, you get a bonus harvest with certain weapons (i.e. sickle), and can raise your weapon skill to slice those plants better :)

 
Last edited by a moderator:
Bugs

First, just wanted to say that this mod is an awesome change to the game. Great idea. I have made it to day 15 and level 57 so far, and I think you guys have done a great job. However, I did find a couple of bugs I wanted to point out, just in case you did not know about them, and not sure if everyone is having the same issues. I am playing a single player game on my computer.

1. When I get into the Alchemy bench to make things, once I que anything up, if I leave, the production process stops until I get back in. I have to stay in it the entire time for it to complete.

2. In regards to the blight, I have been putting down crystals to push it back outside the city. When I went to put down the 7th crystal, it pushed the blight back, but then it reappeared on areas that already had crystals there. I had to rush and break the old crystals, and put new ones down again to fix it. Almost lost my base over it.

Hope this helps, keep up the good work. Can't wait to see the finished product in Alpha 17.

If this is not the place to let you guys know about bugs, kindly send me to where I need to post, and I will continue to post them as I find them.

 
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