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A16 - Medieval Mod (SDX)

question guppy when u go to craft the purge crystals where do u craft them as its showing workbench icon bu when i go into the workbench it doesnt let me craft them

 
question guppy when u go to craft the purge crystals where do u craft them as its showing workbench icon bu when i go into the workbench it doesnt let me craft them
You can craft on AlchemyBench.

 
Yeh stone axe won't upgrade past wood. Wrench or Carpenter Hammer should though.

...Wandering horde guardian?

 
Yeh stone axe won't upgrade past wood. Wrench or Carpenter Hammer should though.
...Wandering horde guardian?
The spawn when heat map get 100, i dont know if really are from heat map, but always spawn one on top of my base when appers on console "wandering horde"

 
I keep finding bushes that look like grown coffee but yield no harvest. I think these come from the WheatPlant, GrapeVine, lettuceBlock and Bush02Magical (not sure if there are more) - I think they grow into the dummy "cropsHarvestableMaster", since they extend cropsGrowingMaster (and have no PlantGrowingNext defined) despite already being harvestable.

Btw I also get a guard periodically spawning on top of my base.

 
The idea with the Hidden dungeon quest is you have to loot the treasure chest it spawns to complete the first quest. The bit that hasn't been added yet is a follow-on quest to explore the dungeon, assuming you haven't already fallen into it, or broken the chest without looting it, which fails the quest.

the follow-on quest could be attached directly to the success of the first quest, or by activating an item you get from the first chest

The quest is likely to end when you fetch the item buried somewhere in the dungeon :)

book 1.1 stuff :)

 
I've added the ability to configure the spawn system and biomes placement into xml for the next build.

Here's a preview of a 10k map

Medieval_Book_1.0_2018-05-31_18-57-11.jpg


5k map with adjusted biomes

Medieval_Book_1.0_2018-05-31_19-33-23.jpg


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="-200"/>
         <hub_rule name="spawnAreaMinZ" prob="-200"/>
         <hub_rule name="spawnAreaMaxX" prob="200"/>
         <hub_rule name="spawnAreaMaxZ" prob="200"/>
         <!-- value between 0.1 and 1.0 -->
         <hub_rule name="southBiome" prob="0.6"/>
         <hub_rule name="eastWestBiome" prob="0.7"/>
         <hub_rule name="northBiome" prob="0.3"/>
       </cell_rule>
This is a cell rule in the rwg mixer where you can edit the settings (cellrule was easier than adding an xml reader with a custom file)

southBiome for example, is the spooky forest, 0.6 means world radius times .6 or 60%

b11 is using a setting of 0.8 for south, 0.9 for eastWest and 0.3 for north

If you do adjust the world radius, then you will need to adjust the world border biome

Code:
       <!-- BLIGHTED LANDS BORDER -->
       <biome_spawn_rule name="wasteland">
         <distance_from_center range="4500,5000"/>
       </biome_spawn_rule>
the 5000 is the same as the world radius setting, and 4500 makes the world border 500 blocks across (non fatal blighted lands), outside of 5k is the deadly cursed lands where nothing grows or spawns (i.e. rad zone)

 
@StompyNZ Looks nice. I have no knowledge about hub spawning though, I can understand your contribution is the super awesome thing. :D

But I'm sure that you can set up complex biome distribution using current biome_generator.



 
Hello everyone, i found a new bug.

Empty BookShelf gives infinite wood when i try yo broke it, he just appears again with the full hp.

 
The forest is awesome. Love the POI's. Sitting stealthily at night in there was great watching the creatures roam around and the goblins glowing eyes made it even more spooky.

Bug mabey? Aggro is definitely off on everything in there. Nothing seems to aggro until you hit first.

Models are sweet for the inhabitants there.

 
Def a bug, and fixed for b12 (which should come out today). Mod launcher will automatically update it, so be on the look out... goblins see very well with those eyes. =)

 
I think you missed my last post - WheatPlant, GrapeVine, lettuceBlock and Bush02Magical still extend CropsGrowingMaster instead of CropsHarvestableMaster and keep growing into dummy stage 3 plants that look like coffee but can't be harvested anymore.

ETA: when enemies drop a femur weapon, they always drop a random stack (can be hundreds), not just 1. (that's from memory, so could've been fixed in the meantime?)

 
Last edited by a moderator:
Thanks owl. I know what I did and will fix. =)

Femur thing is marked as fixed on my end, so should be. I hope. Lol.

Gazz, you gonna try this?

 
Not for a long while.

My "real life" job is keeping me busy as hell so I can barely keep up with my game dev ahh... hobby. ;)

And I know that if I did, I'd start "fixing stuff"... which I really don't have the time for. LOL

Just some days ago there was this report about an overly sneaky cactus which turned into a several hour bug hunt with several code fixes and ferreting out similar cases in the game data.

(also, "Ext3dModel" now listens to the ModelOffset property)

 
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