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I might just re-release KF without the Bubble Weaver or Drain Mite spawns, since it seems like it's going to be a long time until they're updated. But I'm going through a fairly slow process of reworking some lower-quality rooms while designing expansion concepts for the region, so it may just work out that by the time Bry gets to updating them, I'll have a much better region ready for you to enjoy.
That being said, I do wonder if maybe saint's map of Submerged Superstructure is affected by the gate placement? if only because that lower-left corner of the 'bitteraccess' room is where they usually travel to access Bitter Aerie from the lower map. But I think rooms and connections can be altered and closed off between separate slugcats/campaigns, too.
Speaking of 'improper' gate naming... now that you mention it, I don't think I've ever seen any other custom regions name their gates different either, so I guess the game really is strict about that after all. I don't think it's as important for shelter names, though I could be wrong. They probably all have to start with 's_' and then number, but I swear I've seen some downpour dlc shelters named differently.
the 'MS-KF_aerie' gate is completely broken.
The gate opening and closing animation works like normal,
but once you try to continue into the next region, the exit spits you back into the gate room.
So it acts like a broken/region-less gate.
In other words, it does NOT change the region when you pass the gate.
This problem applies on BOTH sides of this gate, I've already tested with warp menu.
The lower 'MS_KF' gate that leads to lower/'regular' submerged superstructure seems to work just fine, though. Same with the gate leading to Moss FIelds.
I'm very certain that Bubble Weavers & Drain Mites were not a problem for me.
I was able to encounter Bubble Weavers as Inv/Enot without issue, and Drain Mites didn't do anything glitchy on Hunter's campaign either. So those creature mods in and of themselves weren't causing problems.
Thank you for the response. I actually like this region so it was frustrating for it to be buggy. It actually got to the point where it was giving me a gray screen crash for loading up in Moss Fields too.
I have tried un-subscribing/un-installing and re-subscribing/re-installing this region mod,
and a few other random steps too, but I think that was the main thing that resolved the gray screen crashing issue. In any case that major problem has been resolved, I think. I was playing as hunter by the way.
But also the central sub-region is still prone to crashing after just one or two cycles, right before I try to hibernate or after dying, sometimes when trying to load the next cycle.
This particular issue happens in some other modded regions too, it just seems much more common in this one's central sub-region, the area with the smokestacks. The eastern sub-regions didn't seem to have this problem.
Anyway it is at least playable again!
I need to report that the whole central Archaic Facility sub-region is buggy as hell.
It crashes very often, whether traveling to a new room, or loading after a death/hibernation.
But now it's got to the point where even trying to load it up reveals a gray screen freeze.
I've seen this happen before with expedition mode glitches.
I tried disabling the drain mites mod, but it made no difference. Still stuck on the gray screen.
I will have to disable this region altogether until this gets fixed.
There's still a lot of polish left for me to do, I tried messing with my level editors recently and sorta broke everything and have been too busy to fix it hahaha. Still need to fix some gate issues and other strangeness with the spawns as well, and I already have a draft for a new part of the main region
I hope this one lives up to expectations ^^
I had a blast going through the region, it feels completely unique and the huge rooms with custom creatures really stand out! I found the music choice a little weird, but after reading the workshop page further it makes sense haha :p
Either way I don't think it subtracts much from it, but I bet this can become an even greater banger if you polish it further :)
Hahaha, not a problem! I figured the setup of the region may be daunting to a lot of people. I was hoping to be a bit quicker with updating the map (mostly the Grotto) in case you did a video, I love checking out mods from your videos - you do an amazing job and are really enjoyable to watch. I just caught this as I'm about to leave for work and now you've just left me with something to be extremely excited about when I return! Thanks so much!
I love how you implemented the custom creatures into the surrounding regions, it really helps integrate them (and this region) into the map :)
I do think the mossy grotto has a bit too much moss, but hey, not a big issue, it's in the name after all xD
I made a video covering my experience with the region, here!
https://www.youtube.com/watch?v=6ZwLcbSJYsQ
Feel free to use it for the workshop page if you see fit
I'll be studying some relevant plants from MF to see what major pieces I'm missing in the transition rooms of Mossy Grotto, and throw together some grungy plantlife for the non-mossy sections. I started messing with some dark green reeds later on in development but they can certainly be expanded alongside other plants. I've also been somewhat unsatisfied with the erosion level of the brickwork in the main region and parts of Lost Foundations and will see what I can do to make it look more dilapidated without going overboard and melting map geometry.
Thanks so much for playing, I'm glad you liked it!