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If you mean the option just doesn't show up anymore, it could be a bug. I haven't tested this mod with Build 42 yet but I assume it works ok since no one has mentioned any problems yet.
I never switched over to the other NPC, I'm still learning lua scripting. I am using this mod but when I increase the NPC amount, I still get the quest failure.
Superb Survivor Spawn Limiter
Here is the error that I get when I start to approach where the group is supposed to be.
function: IsPointInBounds -- file: ShortwaveSurvivors.lua line # 1007 | MOD: Shortwave Survivors
function: IsPointInAnyBase -- file: ShortwaveSurvivors.lua line # 1020 | MOD: Shortwave Survivors
function: SWS_SpawnSurvivorGroup -- file: ShortwaveSurvivors.lua line # 1377 | MOD: Shortwave Survivors
function: SWS_MinUpdate -- file: ShortwaveSurvivors.lua line # 3955 | MOD: Shortwave Survivors
java.lang.RuntimeException: __le not defined for operand
If you aren't willing, how hard would it be to change to requirements from the OG mod to the continued version. I have been slowing getting into mod and finding I have a talent for this.
Do you think there would be issues if I added Bedford Falls for example? Or should I just forgo any map mods?
I am currently using superb surviore in conjunction with Day One (it works beautifully so far!) Do you think there could also be any foreseeable issues with this mod, such as when a I am in town gets destroyed by the bomb?
I think I'll be freer if that happens.
- added SWS_ClearGroupSpawnPoints and SWS_ClearGangSpawnPoints functions to clear all spawn points
- added SWS_RemoveGroupSpawnPoints and SWS_RemoveGangSpawnPoints functions to remove spawn points within bounds
- added SWS_GetGroupSpawnPoints and SWS_GetGangSpawnPoints functions to return list of spawn points
- added SWS_SelectSpawnMap function to select which map spawn points are used (KnoxCountry, etc)
- added SWS_GetSpawnMapName function to get the currently selected map name
- added SWS_CreateNewSpawnMap function to create new named maps
- fixed issue with SWS_AddGangSpawnPoint
Keep in mind that the spawn points and the selected map will not get saved to file so if they are changed by a mod then they need to be updated the same way each time the game starts/loads.
local basePos = {x, y}
local farmPos = {x, y}
local altBasePos = {x, y}
local altFarmPos = {x, y}
SWS_AddGroupSpawnPoint(basePos, farmPos, altBasePos, altFarmPos)
Unfortunately I didn't add any way to remove existing spawn points. I might have to add another function in the next update which clears all the spawn points. Or maybe a function to remove any spawn points within a given area?
- added SWS_AddGroupSpawnPoint() and SWS_AddGangSpawnPoint() functions so other mods can easily add new spawn locations for groups and gangs
- fixed bug preventing package delivery when delivering to group player has already visited (wont fix problem on existing saves)
- fixed minor translation issue
- refactored SWS_GetPresetClothes
@ALL2: No.
I have another question, do you happen to know if the bandit mod is compatible with this one and superb?
I planned on using your mod for the survivors groups and quests (which is amazing, by the way), and the bandits one for combat.
@Wilson: I don't have time to test it right now, but if you disable NPC spawning from within the Superb Survivors menu then the only NPC's you see should be ones spawned by this mod.