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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2404759951
Hope it helps anyone!
Whenever you come across a developer in such a case online, and you want to see their work continue, its *always* a good idea to donate some money and send some kind words of appreciation.
We're all human. We have bills, we have emotions, we are all blinded by our own perspective. If your missing his contributions and wish to see them return then some praise encouragement and a few bucks may just go a reallll long way. Keep in mind too, with all the global events going on IRL right now times are harder for everyone...Impossible for us to gauge that impact for our random netizens.
also do u think it would be possible to do a DIablo 2 mod?
monsters? classes? spells?
Thanks a lot for your work!
Colony Management mod is what you're looking for, it does exactly that and more. you can set areas, what animals to hunt in those areas, and how often that should be updated.
Please give a link for non-steam users, thank you!
1. Do animals learn where the traps are and avoid them? I snapped a couple with mine but now they don't seem to hit them again.
2. Do proximity based traps get altered by this mod? So IED's and similar will explode when an animal is nearby?
Anything that uses the class Building_Trap will be modified. If something makes a new type of trap in new C#, it might not apply to it.
In other words, test it out, and tell me what works.
Nope.
So jec does this change pretty much any modded resettable traps too? (Like spikes or bear traps etc.)
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No longer causes damage to caravan animals.