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I allow everyone to take over my work and update this mod. But please with credits by mentioning me and linking to the original (and please notificy me here , so I know that it is already taken care of by someone else :D)
But its on my todo list to at least replace the new shadows with the ones from this mod.
stats*
Sorry, I don't understand what you want to say =/ What "status"?
I think the new summoning of shadows (with the wheel) is better than the old.
it's plausible?
Easiest would most likely be to replace the new shadows with the ones from the mod (spawning them with the new spawn wheel). But it seems the new shadows also have some special new abilities, so no clue how to deal with that.
Maybe you can suggest what kind of combination would be good. I think this week I will at least replace the new shadows with the ones from this mod, since this is easiest. Combining some features of both may take a bit longer.
Awesome mod
And I wonder, "Call Shadows", is that calling them to you? Did I miss a feature all the time because I left the book at home?
Anyway, maybe add an option "old behaviour" and "new behaviour" to the mod settings. Old behaviour is obviously what it did before the update, and "new behaviour" puts the call shadows into the inventory (which I'd find more convenient anyway, if it's calling them to you).
I'd leave the rest as it is in the "new behaviour", just so people don't get lost while getting used to the new crafting menu. :)
You can assign unlimted actions to an object. But usually you only have a limited amount of buttons. So before the update it was on the PC:
Leftclik to pick the book up. Rightclick to call shadows and alt+leftclick to examine. Now the default game puts "pick up" on rightclick and "read" on leftclick (which simply opens the crafting menu with shadow recipes open). But since "call shadows" has a higher priority, with my mod there is no "pick up" option with the mouse anymore.
I'm not that familiar with the binding of actions. I can try to find out if something can be put on alt+rightclick... investigating and testing this will cost alot of time, so I might not add a "fix" for this for several weeks.
But I thought the "read" action has no real use anyway. You can open the crafting menu by yourself easily.. and removing that action is easy and fast done.
Another alternative would be to move the "call shadows" action to the inventory (rightclick while book is in inventory)
I'd rather not have the game's default actions changed.
@All:
The newest crafting menu update did add a "read" action to the Codex Umbra book. Since my mod adds a "Call shadows" action, this means the "Pick up" action has no space left, so only way to pick up the book is currently holding spacebar I think.
My "fix" to this problem would be to remove the new "read" action. Instead you simply open your crafting menu and select the book there. Are you fine with this or do you think you have a beter solution?
Shame about the no picking though. :)
Thanks!
Of course users can change the "BM_AllowedItemActions.lua" to their liking to still allow/disallow something.
For weeds, I still think an option in the mod settings for whether to dig them or not would be best. I might give a group of shadows a shovel each for digging stumps, and don't want to fiddle with them to get out the shovel when I dig up the weeds I don't want, or just digging up debris. So the equipped shovel thing wouldn't work for me.
Other players might always want to get rid of them, or never, or only digging up one kind but keeping another (I might, when I have enough of one kind but not another).
There is no one-fits-all solution, so if you can't make an option in the mod settings, it's just best to never dig them at all, and have the player dig what they want manually. Except maybe for spiny bindweed.
Weeds are forget-me-lots (good for tea), fire nettles (good for warming up), and tillweed (good for healing salve). Oh, and spiny bindweed, which never produces anything useful.
... (Grrr, just a little too many characters.)
I didn't think the shadows would actually talk, just imagined them petting the plants alone was hilarious. :) I prefer no sound. (Got my own primitive mod that replaces all sorts of sounds with "", like most characters, Lucy, mandrakes, most ghost sounds - couldn't find them all, unfortunately, Abigail drives me insane for real.)
Thanks for all the work on this mod! :)) (And the mod itself. :) )
That rule fpr speical farm plants is too special to code... But the current solutino is also not optimal, because the shadows dig normal plants the same way like special plants if maxwell also has a shovel equipped...
Maybe we should add all normal farm plants to the "never" digging list? Because usually you should "pick" them , not digging right? While the special plants are not pickable? This way the shadow will only dig special plants if both have a shovel equipped and wont dig normal plants... ?
hm... yes bait seems a bit difficult. I just looked for the code for eg. seed on a birdtrap. I added an exception for this case (for bait that has a trap defined). Since powder cake works without a trap, I added the prefab to the never list. (will upload the change when we solved the special plants question)
Shadows can not talk, so it is basically just the moving action, so not really hilarious. But I could add a sound or so, if you know one that would fit (if it is a sound already present in the game. I can not add new sounds).
Shadows should simply switch target, if the one he wants to pick is no longer available. So I don't think there will be issues.
Never pickup has me remember that my Lazy Forager keeps picking up stuff I don't want picked up. Maybe add an option to not pick up 'bait' (for gobblers/pigs, could define one or two specific items that work - does powdercake work for both?).
I find the talking to plants hilarious! Must change to Maxwell as soon as possible to try it. :))
Picking farm plants has me slightly worried what will happen when Robo Glommer and a shadow both want to pick something... (I've had problems with Robo Glommer and Loot Pump.)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1628298090
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2208128427
For special plants/weeds, I like to have one separate plot to let them grow, and have them removed on main one. Not sure how to tell the shadows the difference. :) Maybe only dig them up on the same plot as the player digs them?
I think if it will be by far too different, then I may turn this into a new character (old maxwell), so you can choose between the this and the reworked maxwell.
Harvesting is a seperated "action" and not the same like picking, right? Guess I have to add the harvesting action to the code then... will see when I have time left to do so..
Standard map(no changes) + mod = Erro generating
With workers now being able to pick up stuff from the ground, I recommmed to set the modsetting "Inventory" on the bottom to "Yes for worker", so the container of workers allow you to put everything into it.
(it is the new default setting, but a mod update won't change the settings current users have)
But you can customize this in BM_AllowedItemActions.lua. If the "always" list for an action exists (it does for DIG and PICK), then everything in the list is done by the shadow if he has the tool. Everything that is neither in the always nor in the never list, is only done if also maxwell holds the same tool.
So if you add berrybushes to the always list, they will pick it without you holding the pitchfork.
new features:
- worker now goes to nearest target to him first, instead of targets near to maxwell
- worker now equips automatically the right tool to do an action to the nearest target, if he has the tool in inventory. otherwise it will try to equip sth else that is allowed in BM_AllowedItemActions.lua (eg. lantern).
- If something can be picked and worked on and worker has all relevant tools in container, the work has higher priority (eg. chop tree, instead picking stonenuts)
- workers now can pick up stuff from the ground (if it is "canbepickedup" and "cangoincontainer"). The tool for this is also the "pitchfork". I already excluded "Codex Umbra", tools and lights (eg. lantern) in BM_AllowedItemActions.lua. Let me know what else should be excluded. If I don't add it, you can add it also yourself to the list.
It contains alot of new code, so there might be bugs left.
Please test and report back if you find bug.
I could change this code to 1) check if the tool can do more than one thing. 2) check if the shadow has more than one tool in inventory 3) then not only search for one type, but for all types one can work with that tool ---> then the sahdow would work the nearest thing first, regardless of type, it would work better with multiools and even if it has a pickaxe and a axe in inventory (will switch it then).
Is this something that is wanted? Might be alot to change in the code, so might take a while, depends on when I find time, maybe I can do it within some hours, maybe more.
The shadow should do, what the tool can do. So if you give him this multi-tool that allows chopping and mining (Pick/Axe), he will do both.
I think there is also a mod that adds a tool to do nearly everything, alhtough I'm not 100% sure if it works with the shadows, but if not, please report back and I will look into it.
And since we can turn on and off the shadow, we can control it greatly.
Or what do you mean?
If you want you can enable the settings "Keep upgrade fuel", to get the nightmarefuel back you invested in a shadow after he died.