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I hate it when it does that
I have stopped the development of this and future mods. More information can be found on the link below.
Goodbye [data.ewul.net].
Yes, I know about the drop frequency, individual, and global at the end of the list, I even mentioned I wouldn't mind one lower than 'Lowest'. :)
I figure if something is set to 1% and global is 'Lowest', the result is something between 0 and 1. I'd like to know what rate exactly, too.
Concerning Merm, I thought I was sure, that's why I noticed, and even swapped the settings to see whether there's a difference. But my memory can get fuzzy. Will keep an eye on it.
Btw, is the marble seed mod the one I linked? Current world I am running around and not finding any marble trees, so wondering whether enabling the seeds will help getting some.
Also yes, that is the mod you linked me which this mod supports. However i would instead recommend using "World Resource Regeneration" mod to make everything renewable in the world (world needs to be regenerated freshly while the mod has to be enabled for it to work) since the Marble Seed mod eventually gets your world overrun by marble trees.
I do understand how this might be confusing, but there are actually 2 places where you can pick the drop frequencies. One is individual item drop rate, which you already found out and then there is "Global Drop Frecuency". This means you can, set individual item drop rates and later if you want to modify overall item rates, you don't need to go in and change every item again, you can instead increase or decrease the global drop frecuency instead (to disable all drops, you can change the global rate to 0 or disabled and it should stop any items from spawning via pickable items). It's weird that you got merm spawns (i looked over the code, it should be fine) since the math in the code is: PickableItemsGlobalDropFrequency*MermSpawnChance this means if either one is set to 0, it should be 0. Example: 0.3*0.12=0.036, which means there is some drop chance, but if either one is set to zero: 0*0.12=0 the rate should be 0 and no drops.
Are you sure you set merm rate to 0 for sure?
Thanks. And Thanks again for the work put into your mods. Great stuff! :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=363989569
Great mod btw. After some trying around, I found most stuff on 1% and Lowest Drop chance and Frequency works fine for the occasional surprise. With tweaking things for what's missing when something's missing (like not finding any spider dens or marble). I wouldn't mind an even lower setting than 'Lowest'. (How much do the different settings alter the overall drops, btw?)
You can configure the droprate of all items and disable them individually as well.
Done, should work properly now. Varg in Caves summons Depths Worms for some reason not Hounds, so that made it crash Caves. Anyway now it summons Worms like it's doing, but without crash. Let me know if it works for you.
Yes, i noticed it, already working on a fix. This is a rather strange behavior.
I changed how big and medium sized monsters spawn.
It bugged me how Krampus or Varg etc could pop up when picking a Berry Bush or how Volt Goat could pop out from picking a sapling. So now big and medium sized monsters spawn with a timer function which can be configured by the mod. This means when you now pick Grass for example and when the mod triggers a timer kicks in and spawns a Varg for example after 1 minute. This means at some point, the world becomes more and more dangerous place by having random big monsters around.
Be careful when making a farm near your base, because at some point, you might have to deal with Krampuses, Vargs or Ewecuses near it!
Small monsters like bees, frogs etc still spawn instantly as the y"fit" into grass, saplings etc.
Sample modoverrides was updated and changed a bit, server owners should check it out.
Have fun!
Mod that makes all the servers capable of running infinite number of days without getting laggy from all the prefabs that get generated in long running servers. When the mod is configured correctly it periodically deletes some or all prefabs (items, monsters, animals etc) from the entire world and keeps it lag free.
If you mean Mandrakes, then no, they don't attack you, they follow you normally and you can replant them if needed.
Fixed its code and added the function so its re-plantable item now too.
All Turfs are now craftable so you can make cool looking grounds for your bases or simply let your imagination fly. Also each Junk Loot item drop chance is now configurable and the ones that are not needed can be turned off.
When you subscribe to the mod, you can see it under your "Mods" screen. With your mouse, hover over the Mods name "Craft Loot Run" and in the middle of the screen under the "name", "description" etc you should see a new button called "Configure Mod". Click on that button and the rest should be self explanatory.
You can configure each option in the mod, you can disable everything that you or your friends don't like and leave in the features you like. For example you can make the game even harder with this mod by setting the monster spawn very high so that the player has to be very careful when picking items. Perhaps you didn't read the full description of the mod or didn't try it out yourself? Because you can use this mod to make things harder or easier in the server.
Btw since I'm personally not good with art, if there is an artist out there who can create better art for the custom recipe items we could have a chat.
On dedicated server, restart the server and it should update itself. If you use in-game hosted server simply restart your game, it should update itself.
This is something i had in mind with the mod. You can make a hardcore survival server with this by setting monster spawns very high. Eventually if many players play in the server the world becomes a battlefield of different monsters fighting with eachother and with the players as well. You can then use World Boss Gems to summon different world bosses as well (latest update) and/or just have fun with Meowmetheus (keep a lightning rod nearby tho). Or you can simply disable monsters and use the mod as a renewable items component in the server.
Thank you, thank you. If you encounter any problems with the new custom items added to the mod, let me know. (Although there shouldn't be any)
Yes i already thought of adding some lower gear armor and weapons to the drop list, also blueprints shouldn't be in the game anymore or at least not required as a lot of mod introduce items that can be crafted now.