• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Not Medieval Mod - A Fantasy Modpack

  • Thread starter Thread starter Guest
  • Start date Start date
The zombies aren´t as zombielike as in vanilla. There is no gore on the models if that´s the problem  @RiceCakes211. A good part of them is skeletons and a few mushroomy ones. The others really  look more like ghouls.

The trader moving is a thing. Not only 1m, he is in the furthest possible corner for us. Luckily you can break the glass when jumping on the counter and crouching to get behind the counter. Otherwise that would be a problem.


Yeah I've been playing with it, it looks a lot less gory overall, and I  do think thats part of the issue.  And just the general oppressiveness of the zombies.  She sits next to me playing DF on insane and has watched me jump out of my chair more than once.  So shes definitely intimidated by it.  I think she wants something more adventure and less horror.  So far this seems to fit the bill.  Still trying to figure out how to create a decent world, so far all i get are 4 corners of biome chunks.

Edit:  Some googling and I figured out that burnt forest was merged with wasteland but not taken off the legend.  I found a good worldgen.  Waiting for the official map update now.

 
Last edited by a moderator:
drkstardragon said:
The main quest requires a newly generated rwg as it adds the boss poi, if you wish to add it at this time. The provided map has not been updated yet.
If we start over with version 24   and a rwg map, will this generate the main quest line?

I'm a little confused by you saying 'github' but not the version number and not knowing if you're saying a stable version can generate the main quest or not.  I'm going to try to test this now, but if you have a minute to clarify today, we would appreciate it!

EDIT: also we generated a map and we're getting the 'trader not found' message after we finish the intro quest.

 
Last edited by a moderator:
If we start over with version 24   and a rwg map, will this generate the main quest line?

I'm a little confused by you saying 'github' but not the version number and not knowing if you're saying a stable version can generate the main quest or not.  I'm going to try to test this now, but if you have a minute to clarify today, we would appreciate it!

EDIT: also we generated a map and we're getting the 'trader not found' message after we finish the intro quest.
The version on github always has the latest version of the mod. It can change often. The mod db version is updated weekly and may not have the latest files. Did you remove the vanilla poi folder before generating the map?

 
If we start over with version 24   and a rwg map, will this generate the main quest line?

I'm a little confused by you saying 'github' but not the version number and not knowing if you're saying a stable version can generate the main quest or not.  I'm going to try to test this now, but if you have a minute to clarify today, we would appreciate it!

EDIT: also we generated a map and we're getting the 'trader not found' message after we finish the intro quest.
The Github development build has been updated to include:

- New chain Quest that starts in the Friendly Jousting Arena, through one of the scrolls in a container, which takes the player through a series of POIs until meeting a boss type entity at the end.

- Remnant stone building 1, 2, and 5 added back into Orcland (Wasteland) but with appropriate blocks for the Medieval timeline.

- New NMM01 World.

The Github development build Readme is dated 2022June06

The NMM01 World is named NMM01_2022June06

Links are on the very first post. These links for the Github area never change and it is helpful to Bookmark them.

 
The Github development build has been updated to include:

- Localisation for all entities. One irregularity will remain due to Quest starter requirement. Will rectify later.

- Chaos Champion and Demon Lord variants given 100% loot drop.

 
Just pushing the first Horde Night Radiated two legged entity from about GS100 which is reflective of standard gameplay and matches how a player progresses.

A simple first entry for the Medieval Undead character since it supports emissive texturing.

Regular > Feral > Chaos with incremental steps in HP and XP as per regular gameplay to match the default progression system.

20220606170337_1.jpg

 
Is there any way to gather/craft tree resin ?

I didn't see a recipe and i didn't got any from any gather so far.

And since some ammonation recipe need these, i wanted be sure i can get them before i waste that few in case i need it for some tools.

 
Medvieal trash does give you tree resin, the wheels lying around on the streets and some of the carts, using the wrench for all to salvage. Still would recommend buying some if you can at the trader.

 
Last edited by a moderator:
Yep, that's the way i got so far.

But when you need 2 resign for 1 steel bolt for the dizzler crossbow, you definitiv look for a renewable way to gather that.

Similar to animal fat for flaming arrows/bolt.

Sure i can mass slaughter animals but without perk you get just 2-3 fat each animal. I just notice grace at the maze gave 20 fat (still without perks).

But then i will end to eat steaks all day long (again).

 
Yep, that's the way i got so far.

But when you need 2 resign for 1 steel bolt for the dizzler crossbow, you definitiv look for a renewable way to gather that.

Similar to animal fat for flaming arrows/bolt.

Sure i can mass slaughter animals but without perk you get just 2-3 fat each animal. I just notice grace at the maze gave 20 fat (still without perks).

But then i will end to eat steaks all day long (again).
I am sure Darkstardragon will allow either carts to drop a little resin where it isn't hooked up, trees to drop a little when harvested (since it is in context), or for traders to supply a little more since it is a much needed resource for pre-Industrialised societies.

 
Been playin around with sorcery and seems to be a good fit to run alongside nmm. Ive narrowed down the incompatibilities and arramus is working on a patch when he can. It will be offered on the sorcery discord only when its completed.

 
Undead Legacy got tree resin too.

It get harvest at trees but when you chop trees like normal you just get a little amount.

While you use a bladed weapon on the tree you geting more resin but less wood.

Alternativ maybe a tree sap collector, a placeable thing only on mature (1200) trees which slowly fillup empty jars with sap.

The sap you can cook into resin.

As someone who played Sorcery with vanilla and DF together i need to say.

When you would have Sorcery people would concentrate mainly as Sorcery. They would need the base part only for food.

The sorcerer would maybe be overpowered special for NMM because of the spellcast and spell turrets.

The familars would do alot more damage then a rare NPC would be able to do.

But i bet many people would try it out at the NMM setting, but you should recognize that when you create a comp. patch.

 
Last edited by a moderator:
Undead Legacy got tree resin too.

It get harvest at trees but when you chop trees like normal you just get a little amount.

While you use a bladed weapon on the tree you geting more resin but less wood.

Alternativ maybe a tree sap collector, a placeable thing only on mature (1200) trees which slowly fillup empty jars with sap.

The sap you can cook into resin.

As someone who played Sorcery with vanilla and DF together i need to say.

When you would have Sorcery people would concentrate mainly as Sorcery. They would need the base part only for food.

The sorcerer would maybe be overpowered special for NMM because of the spellcast and spell turrets.

The familars would do alot more damage then a rare NPC would be able to do.

But i bet many people would try it out at the NMM setting, but you should recognize that when you create a comp. patch.
I bet it could get op fast, but its pretty fun together. I would also like to turn on some features in score:

1. trader protection off

2. anti nerdpoling on

3. health bars on

4. food spoilage on

 
3. health bars on
I definitiv vote for that. I allready use a target HP bar modlet for that.

That helps when you aim with the ranged weapons too except the pleasant bow which still use a balistic curve and you need to aim higher.

Trader protection, i don't know. People will pillage the trader right from the start.

But together with trader allways open, people could use the trader as starting base, special since all workbenches are there too.

Food spoilage, interesting but it is just a time sink.

Once you have your farm plots running and enough coops it won't bother you, just need to harvest them at a daily base.

Not to speak how much meals you find from looting POIs.

I accidently smashed my stove with all the cooked meat stew and smoothies, but still got enough fish meals from looting.

Another idea, i wanted to share.

What you do with all these pleasant NPCs (the ones which carry a weapon and just do minor damage)?

Would be nice if you could give them a job.

Like miner whould would collect mineable stuff.

Farmer turn seed you give him into stuff + new seeds (depend on the owner perks).

Salvager, go out and salavge non POI stuff.

Collector, harvest stuff out of coops,hive,basin.

Then you could buildup a little village!

And then a dragon came and burn down anything and day 7 🙂

 
Last edited by a moderator:
I definitiv vote for that. I allready use a target HP bar modlet for that.

That helps when you aim with the ranged weapons too except the pleasant bow which still use a balistic curve and you need to aim higher.

Trader protection, i don't know. People will pillage the trader right from the start.

But together with trader allways open, people could use the trader as starting base, special since all workbenches are there too.

Food spoilage, interesting but it is just a time sink.

Once you have your farm plots running and enough coops it won't bother you, just need to harvest them at a daily base.

Not to speak how much meals you find from looting POIs.

I accidently smashed my stove with all the cooked meat stew and smoothies, but still got enough fish meals from looting.

Another idea, i wanted to share.

What you do with all these pleasant NPCs (the ones which carry a weapon and just do minor damage)?

Would be nice if you could give them a job.

Like miner whould would collect mineable stuff.

Farmer turn seed you give him into stuff + new seeds (depend on the owner perks).

Salvager, go out and salavge non POI stuff.

Collector, harvest stuff out of coops,hive,basin.

Then you could buildup a little village!

And then a dragon came and burn down anything and day 7 🙂
yes, there have been some things in the works for npc mod, the looting task for npcs hasnt panned out yet, the ai still freezes up  and sphere has implemented npc farmers but no plans to add anything like this for a20

next alpha probably if its still a thing in score

 
I bet it could get op fast, but its pretty fun together. I would also like to turn on some features in score:

2. anti nerdpoling on


And that´s the point we will stop playing. Why would you remove it? It makes building so much more tedious and mining also to some degree. And that´s all it does. It doesn´t add any challenge or difficulty for the actual game play. It´s simply removing a QoL feature. At least give us a choice here please.

And now that i have done a lot of T5, i gotta say the joust arena is harder than the T5´s i did. At least if you don´t cheese it with the clipping bug wich would be a way more importnant thing to stop compared to nerd poling. That´s an actual exploit that makes a lot of poi´s easy af and can also be abused for buried supplies and treasure maps aswell as shooting zombies from bedrock when mining. In PvP you basically can´t hide your base anywhere due to that exploit. Clipping trough the ground does have a way greater impact than nerd poling. And there is a fix for it.

 
Last edited by a moderator:
And that´s the point we will stop playing. Why would you remove it? It makes building so much more tedious and mining also to some degree. And that´s all it does. It doesn´t add any challenge or difficulty for the actual game play. It´s simply removing a QoL feature. At least give us a choice here please.

And now that i have done a lot of T5, i gotta say the joust arena is harder than the T5´s i did. At least if you don´t cheese it with the clipping bug wich would be a way more importnant thing to stop compared to nerd poling. That´s an actual exploit that makes a lot of poi´s easy af and can also be abused for buried supplies and treasure maps aswell as shooting zombies from bedrock when mining. In PvP you basically can´t hide your base anywhere due to that exploit. Clipping trough the ground does have a way greater impact than nerd poling. And there is a fix for it.
yea just some things i was considering, but if a player wants that its an easy edit in the score xml, just changing one word from false to true

if you feel so strongly about it i wont activate it

the clipping that is available in the base game is what it is, if you wish to implement a fix for yourself and your players then that is up to you but we wont be tackling that particular issue as it has nothing to do with the mod pack

it is possible to snipe the archers in the towers while taking cover, we have done it in testing, if it is too much of a challenge then avoid the poi altogether

 
The version on github always has the latest version of the mod. It can change often. The mod db version is updated weekly and may not have the latest files. Did you remove the vanilla poi folder before generating the map?


We removed the vanilla POI folder, so I guess we had an error of some sort.  It might be possible that reading the 2 quests in our starter inventory knocked out the intro quest.

I generated a second map, we were able to complete the starter quest and find the first trader, and the map has the Friendly Jousting Arena.  We haven't noticed any problems through day 2.  Is it pretty safe to say that we should have the main quest ready for us if our version is Mods.24 from the mod db?

Our readme is 2022June04

The Github development build has been updated to include:

- New chain Quest that starts in the Friendly Jousting Arena, through one of the scrolls in a container, which takes the player through a series of POIs until meeting a boss type entity at the end.

- Remnant stone building 1, 2, and 5 added back into Orcland (Wasteland) but with appropriate blocks for the Medieval timeline.

- New NMM01 World.

The Github development build Readme is dated 2022June06

The NMM01 World is named NMM01_2022June06

Links are on the very first post. These links for the Github area never change and it is helpful to Bookmark them.
I think where I got confused on all of this is that the wording sounded like you were past developmental on the version that includes the main quest, and that post neither said developmental nor stable, IIRC.  I may not RC, IDK.

We generated a map with Mods.24 which has a readme of 2022June04

 
Last edited by a moderator:
Nah if it´s that easy to edit it´s not a problem. I just don´t understand why you would remove a built in mechanic that doesn´t really make the game easier while keeping an unintended exploit that can do so much more.

I can do the Joust POI pretty fine. It´s about the classification of the Joust POI as a T4. It´s so far the hardest POI i have seen, shouldn´t be T4 imo. There are a lot with more zombies that are bigger but i could clear them way easier.

 
Last edited by a moderator:
the clipping that is available in the base game is what it is,
Sorry, but did you try to do that at vanilla ? At vanila you don't got that problem/feature.

Just try to dig down 4 block to hit stone.

Dig away 1 dirt to the side.

Crouch and move into that dig out hole.

At vanila you can't see throw the world but at NMM you can.

So it is definitiv a mod thing.

it is possible to snipe the archers in the towers while taking cover, we have done it in testing, if it is too much of a challenge then avoid the poi altogether
It is just the surprise that you get hit on at your first run.

Another way to kill these archers, climb up the towers, block their line of sight with wood frames before you climb to the archers floor. Then you can kill them one by one.

But at all i don't like to do the joust arena to much work.

Since we are at POIs again.

Indiana Jones, would you consider it as Lvl 5 maybe. It is very large and contain alot of spawns.

Just to bad there wouldn't be a fetch mission at lvl 5, it is a nightmare to clear it.

Cathedrale Notre... , another nightmare for a clear mission, special since i don't got any yellow dot that point me at a direction for the last spawns.

Pathing of the mobs are special at the underground because of the half blocks of the doorway to the chambers. The creature don't recognize them as way and try to dig through the walls.

It is definitiv a POI you want to use dynamite to knock it down, when you don't find these spawns. Just to be sure you allready was there.

yea just some things i was considering, but if a player wants that its an easy edit in the score xml,
Before a player start to edit files, spheree should consider to add extra UI options for such settings.

 
Back
Top