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\steam\steamapps\workshop\content\322330\2259422611 open "modmain" (modmain.lua - if you have file extensions enabled) scroll a little to the bottom and you're done, there you can configure how many of them will appear per race and their maximum possible number on the map
Unless these already respawn on their own
You see I run a public server when I play for anyone to join n sm times you get ppl that don't know about digging up rabbit holes or using dug up grass for fuel is not a great idea
Long story short, we got lucky there was alot of grass n we were able to find Beefalo not to far away for warmth lol
Ah right, salt is indeed in there. Haven't gotten around to getting salt yet, so that's why i wasn't fully aware
- Cut Lichen for Limpets
- Asparagus Seeds for Aloe Seeds
- Durian Seeds for Fennel Seeds
- Potato Seeds for Sweet Potato Seeds
- Watermelon Seeds for Sea Cucumber Seeds
- Eggplants for Taro Root
- Kelp Fronds for Seaweed
- Butterfly for Lotus Flower
- Succulent for Watercress
- Carrot Seeds for Radish Seeds
This means you can still access most of the content the mod offers albeit slightly differently than if these items spawned naturally. Finally, even though I don't want to add these items to this mod, I'd be more than willing to whip up another mod just for you that does spawn these items in naturally. Let me know if that's something you'd be interested in.
In one of the last updates (see changelogs, jan 23 + may 7) he added some spawnable items:
- Added Spotty Shrub (Plant).
- Added Wheat Sapling (Plant).
- Added Aloe / Cooked Aloe.
- Added Radish / Cooked Radish.
- Added Taro Root / Delicious Taro Root.
- Added Fennel / Cooked Fennel.
- Added Sweet Potato / Cooked Sweet Potato.
- Added Lotus Flower / Cooked Lotus Root.
- Added Seaweed / Roasted Seaweed / Dried Seaweed.
- Added Limpet Rock / Limpets / Cooked Limpets.
- Added Watercress.
- Added Sea Cucumber.
- Added Salt.
Not sure about the salt, haven't looked into that but don't mind the cooked options, those are what should be spawning natural but in an existing world (like mine) they don't spawn naturally, they do in new worlds. That's why your mod is quite amazing, my world didn't have juicy berry, with this mod, there are now. Quite fun indeed.
Don't know how to upload image, but the error log says things like:
[string"../mods/workshop-2259422611/scripts/widgets/..."]:118:attempt to index field 'colour' (a nil value)
LUA ERROR stack traceback:
../mods/mods/workshop-2259422611/scripts/widgets/bossindicator.lua:118 in (method) OnUpdate (Lua)<104-131>
(There is more but I'm lazy to type the rest)
I assume it is caused by the conflict between your mod and BossIndicator mod.
I'll disable the latter one and see if it is solved.
You are responding so fast to our issues, keep up the good work! Your mod is great!
Shield your eyes, I am long winded!
Unfortunately, this is not a glitch or something I can fix via code. It is a side effect of adding a new turf type to the game and then removing it. Let me explain in a bit more detail. In order to distinguish the dragonfly desert from the oasis desert I added a new turf type to the game. This turf type looks identical to the vanilla desert turf and when pitchforked produces vanilla desert turf, however in the code it is distinctly different. This means when the mod is removed the turf’s texture defaults to void/invisible. Every other mod that adds new turf types/biomes to the game experiences this problem, including notable mods like Tropical Experience and Cherry Forest.
Instant Pitchfork:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2207412377&searchtext=pitchfork
Map Editor:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1848571133&searchtext=map+editor