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also, great work whit Wirra. She looks amazing and is fun to play! :3
She does not have a skill tree. We made her before those were in the game, and given that almost every single one of her stats is configurable, adding a skilled tree now is a little difficult due to balancing concerns. While we might revisit the concept, for now it's just a lot easier to use the configurable settings we did include.
Thanks for the speedy report. Could you provide any of the log data in our Bug reports discussion thread? That will help us more quickly resolve the issue.
Using this mod with wirra enabled crashes the game
Здравствуйте. Спасибо, что сообщили об этом.
Если не трудно, пожалуйста, опишите проблему в теме багрепортов в обсуждениях на странице мода. Мы пока не сталкивались с такой ошибкой, но, возможно, дело в том, что способность плавать можно случайно выключить — клавиша R включает и отключает её.
Спасибо ещё раз.
@Dw@rf_COWBOY
Haha, thank you, that's very flattering! ^-^
No question is a silly one when you're getting started, and thank you for your interest in our mod.
It sounds like the mods might be downloaded but not yet enabled. To fix this, go to the mods tab before you launch your world and make sure the ones you want are toggled on. This is a bit different from client mods, which you control from the mod menu on the game's main menu.
Thank you very much. ^-^
Unusual, but not unheard of. What you'll want to do is track down the server log for your world. It will detail exactly what went wrong within the code. If you can provide that information in our bug reports thread, we will be able to help you. If you need help locating the log, please feel free to say so.
If you wouldn't mind, could you please provide more details about this in the bug reports discussion thread? We have not yet been able to reproduce the error described.
Thanks a lot for the bug report, that seems to be a valid issue with line 4 of the hound_ai file we created. Changing the controls related to hounds however is trickier than you'd expect. Conceptually it's simple, but that's controlled by line 145 of the same file, which relates to Klei's ComponentAction code. I don't see a way to update it like you've suggested.
So far loving the little wild child.
Aww! Thank you! It really is so awesome knowing just how much people care and how much we've been able to make you all happy. We're still here working, and love the chance to share the new content we create. 💕
Thank you for all your hard for on Wirra :3
Are you saying you'd like them to act more aggressively, so they'll attack things without being prompted? It was actually quite hard to get them to stop attacking almost everything, but if you press H you can set them to a more passive mode than they already are, but I don't think that's what you want.
What I do is approach a target, begin a swing attack and cancel before hitting them. This will trigger your hounds, but the target won't counter-attack you directly. Does that help?
Well, that was actually intentional. The item’s limited availability encourages more strategic use and prevents her from handing them out freely, which would make hounds much less of a threat. We understand it’s not the most convenient, but that’s exactly why we included so many configuration settings—to let you tailor the experience to your preferences. This playstyle isn’t for everyone, and we want you to adjust the settings as needed to find what works best for you. If you’re playing with friends, you might consider having the host adjust the mod’s settings in the main menu’s mod selection page so they’re pre-set for each new world.
It only tames for a short time so I've used it more as panic flute since it's nowhere near as effective as feeding them food, so it doesn't replace the usual food cost from having too many hounds.
I have to communicate to friends to either enable YotH by default or to activate the very specific perk configuration (between dozens)
But YotH requires you to do the Varg event and that adds quite the layer of difficulty behind this item, so Wirra's magic recipe is preferable.
It's off by default since it's a vanilla game item, available to all players. If you turn on Year of the Hound, you can make as many as you like. Is there a reason you feel it should be on by default, rather than switching it on yourself?
You're very welcome. The code was always easy for someone to manually update, but we didn't want to make it officially supported until we found a way to get fire hounds more under control. Incidentally, the code is even easier to update now, so if you're playing with another mod that adds hound variants, you could drop that information into the hound plush file, and summon an even wider variety of hounds.
That would largely depend on if there's something we could add via a skill tree that would significantly improve the experience. If you have any suggestions, feel free to provide them. Others have asked before, though the recommendations we usually receive tend to involve changes which overlap with existing configuration settings. For example, if you want to be able to summon more hounds, should that be on the skill tree, or should you simply update the mod's settings? For a bit of added context, she's only limited to three for the sake of preventing griefing. I'm fine with you summoning as many as you wish.
No worries! Very happy to hear you like her, and that we weren't the issue.
If you believe you're encountering a bug, please describe the issue for us on the Bug reports threat. If you can provide the log data, we will be able to address the issue much faster. We tested the mod today and haven't encountered any immediate problems.
There is a Chinese translation. Was there something specific you'd like translated that we overlooked?
That's very kind of you to say, thank you. I feel very lucky, knowing that we have been able to make so many people happy.
That’s exactly what we were hoping for. We figured not everyone would agree with all our choices, so we made it easy to tweak things like the monster tag and diet settings to fit your own preferences.
@meeting angel
Thanks for pointing that out. We’ve seen some reviews in other languages, but since each contained minor discrepancies, we were a bit hesitant to share them front and center, in-case it caused confusion. The mod itself supports over twenty languages, so hopefully that makes it a bit more accessible, but I get where you're coming from.
I do find it a tad strange she isn't a Monster and can't eat Monster Meat by default, since that's a pretty base Hound feature, but the fact that it can be changed to be the case in Configs is wonderful.
Either way, just know that we're not done. I've been spending more time coding as of late, and although it's always an uphill battle we're glad to do it.
Today's update does not include a skill tree, but it does include something I consider to be more important. Please see the change notes for more information.
We have a big project in the works, but it's taking a long time to get the details ironed out. It can be very difficult to ensure that what I create is fun, but that's very important. I'm not a professional game developer after all; I'm a writer and elementary school teacher.
The Forge mod has some trouble with most modded characters. I'll look into this, but I believe they have a beta version of the Forge where they've fixed the issue. Sorry for the inconvenience.
Well I certainly wouldn't call it easy, but it's not exactly specific to Wirra, though it does require a new animation file.