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Although that scav toll in the middle of those wormgrass fields is not very noticible. Don't get me wrong, I did realize what was going on before I accidentally went through it and angered all of them, but it might be prudent to make that area of the room a bit more vertical so that the toll's skull is not so closed in. I'm just looking around being like 'why are all these scavs here?' and almost walking through it.
you can make a lizard in lizard customizer
appearance:
-bigger then white lizard but smaller then green lizard
-has 6 legs
-quite long
-has gecko tail
- had extremely long tongue
-has camouflage
-coloured a cream white
only found in the aerial arrays
One possible issue (maybe this has been fixed with the recent update, I was playing on an older version) but it seems that the custom pearls don't have any dialogue attached to them. I brought one to Moon and she immediately put it down (and I can't locate any files associated with the pearl dialogue in the mod's folder).
and im glad that the platforming is the main focus as thats what i wanted it to be like
There are not very many creatures (in most of the region), but it doesn't feel bad, because combat and running for your life are clearly not the focus here.
Both gates are not far off from the original LF_SI gate, so this region doesn't offer a very strategic connection, but it's worth to have it simply for the Spire.
The Spire is the most evil platforming you could imagine in this game and not the "Inv campaign" evil, but the good kind. It's fair, but very challenging and I doubt that anybody will make it first try. It also makes for a very nice racing track.
I personally hope for a connection to some other region as a part of the planned growth, preferably forced to be one way. This place deserves it.
Brilliant, spire/10
On the side note, you might consider starting a discussion thread to separate technical comments from more casual ones.
I just want to give you as much detail on that issue as possible, because I might not be the only one who's having it.
You said that it's your first region and it would be great to have another creator in the community with fresh ideas, so though I don't know almost anything about modding, I hope that some of my feedback can help fix the problem.
I even did a fresh install of the game, so I think this might not be on my end.
For every modded region a gate to it is a room that is listed in both regions connected by this gate.
For example, in case of Lush Mire, DS_LW is listed as a room in both DS and LW.
With ZZ the gates are listed in ZZ rooms, but are not present in lists for LF and SI.
I did run into a couple bugs while playing, but my game is so mod heavy that I can't say this mod was the cause (plus I have no logs unfortunately)
Still! I made a video on this mod, feel free to include it in the workshop if you want!
https://www.youtube.com/watch?v=cAT4rCca2sw
After quitting I checked consoleLog and exceptionLog.
In exceptionLog the only thing worth noting was this:
"NullReferenceException: Object reference not set to an instance of an object"
In console log it appeared as a bunch of scavengers got lost.
"Tried to find path between r:OffScreenDen_LF, n:0 and r:LF_M05, n:0"
that failed a couple times
"Looking for path from inside node that's inaccessible to creature: Scavenger
start: WC ~ r: 1989 x: -1 y: -1 n:8"
and that looped with a new world loaded after each failure
There were also variations:
"start: WC ~ r: 1975 x: -1 y: -1 n:5"
"start: WC ~ r: 1984 x: -1 y: -1 n:2"
"start: WC ~ r: 1981 x: -1 y: -1 n:5"
probably some others, there's quite a lot
Just to make sure there wasn't an error with the room name on either end, we're talking about the room close to hunter start between a long room with a deer but no worm grass and a room that stretches upward towards sky islands gate?
If the room name's correct, what do you think could be the issue?