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https://i.imgur.com/tI2ZXoq.jpg
And as for the monsters not loading, it looks like just a simple case of looking for an extra folder that isn't there.
https://i.imgur.com/G0JqOcd.jpg
fixed found the issue
"lagiacrus DNA"
has the wrong description
it says
"Xenomorph DNA, this will increasure your durability, go to toe to toe with the best. put this in yourself if your willing to risk it"
Thanks for reminding me to fix that, it was a leftover.
will fix the uroktor
what mods are you running?
I know these could not be bugs but I feel like they fit to be in this thread instead. I've done a very in-depth testing of the mod a day ago with some friends and one common thing I've heard from them as feedback is: "These guys are too passive"
I'm guessing they mean the monsters lack the punch- as in certain behaviors like vigorously charging the submarines and making it shake like what the molochs and hammerheads do.
--
A few things I've noticed personally are:
- I had a Plesioth mission and it was my first exposure to the mod. I noticed Plesioth, being a major large monster, gets easily obliterated by a railgun. One shot is all it took to break it apart. I was thinking perhaps every monster needs their much needed HP boost to make the encounter less anticlimactic.
- Some of the movements of monsters, ragdoll generally, keep getting wrinkled when they move. I'm thinking this could be prevented if monsters like Ludroth gets a solid body much like the adult mudraptors. (Btw Royal Ludroth when? jklol)
- Shouldn't large monster encounters or missions pit you against an adult version of the monster as main mission with its juvenile versions lurking around or following the adult? (Like Zamtrios and Royal Ludroth mimicing Crawler behavior)
--
A list of ACTUAL bugs/problems that I found:
- Shield keeps getting hit by sword when equipped and used together, thus reducing the shield durability greatly.
- Plesioth gun has white fragments or pixels on its image, which I'm sure you're aware of already.
I think that's all for now.
The thing about making creatures fit into another world is always how to make it flow, I didn't want them to be too strong so I set Plesioth around hammerheads danger. They actually have more hp. (the standard hammerhead has 350 where as the the standard plesioth has 450)
I'll increase their health a bit more. And maybe increase the armor of some of the bigger monsters as well so that way the armor piercing weapons would be more effective.
About them being passive I looked at the code while typing this. Apparently I didn't set them to random attack, so ill fix that. That should make them more aggressive.
Royal ludroth are already in the mod. (I saw the jk but I don't know if thats you joking requesting it or joking as it already exists) And they do have a solid body, I'm not sure why but currently when they go to the left it messes up. I believe the issues is in rotation values I'm currently working on a fix for it.
All missions that have the adults/large monsters (minus the agnaktors, Ill add juvies to their missions) are supposed to have the juvies/females surrounding/following them. Which mission did you do? Ill check and see to make sure they are supposed to spawn
I can't currently fix the shield issue (I don't know why but barotuma does that, I guess that's why the devs don't have the shield as being one handed)
And yes I know of that one. I don't have a clean image of the Plesioth HBG. As soon as I find one ill swap it out.
Ive been trying to find the issue and I can't. Idk if its lua or not but ive been getting pings. All thats been done is changeing the monsters in the missions so im not sure why you aren't getting pings
*EDIT* I did figure out a few of the missions somehow missed sonars. It wasn't a lot but that should fix it
Exception: Object reference not set to an instance of an object. (System.NullReferenceException)
Target site: Void UpdateAfflictionInfos(System.Collections.Generic.IEnumerable`1[Barotrauma.Affliction])
Stack trace:
at Barotrauma.CharacterHealth.UpdateAfflictionInfos(IEnumerable`1 afflictions)
at Barotrauma.CharacterHealth.UpdateHUD(Single deltaTime)
at Barotrauma.Character.UpdateProjSpecific(Single deltaTime, Camera cam)
at Barotrauma.Character.Update(Single deltaTime, Camera cam)
at Barotrauma.Character.UpdateAll(Single deltaTime, Camera cam)
at Barotrauma.GameScreen.Update(Double deltaTime)
at Barotrauma.GameMain.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime) in G:\Repositories\Barotrauma\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 656
at Microsoft.Xna.Framework.Game.Tick() in G:\Repositories\Barotrauma\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 500
at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop() in G:\Repositories\Barotrauma\Libraries\MonoGame.Framework\Src\MonoGame.Framework\SDL\SDLGamePlatform.cs:line 92
at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) in G:\Repositories\Barotrauma\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 397
at Microsoft.Xna.Framework.Game.Run() in G:\Repositories\Barotrauma\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 367
at Barotrauma.Program.Main(String[] args)
What mods are you running? For the one in july, it's just a messed up tail and the wrong description
Ive been getting this too ever since i found it, i can go a while without crashing as long as i dont open the medical menu. Sometimes it doesnt crash either so im thinking it was the amount of injuries i had at the time of the crash
the ones i use are currently in this collection
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2848245318