Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Nevermind, it happens each time I open the inventory for some reason, and persists even on new chars unless I restart the game, I have a couple other mods but nothing that would change that, still I'll enable only this and test again.
Yep, still persists with only this mod, idk why it happens.
Also, anyone else has the game crashing each time you go to close it? Only happens to me if I have a mod enabled that adds a new character type generation, like playable golem or mechanimist.
Also seems like it can't automatically explore/path on some houses in joppa, but it can get inside just fine by manually moving there.
Tried like 3 different new games and the houses it can't enter seem to be random, having visibility or not inside from the fences doesn't particularly matter either.
Stable slime's skill to manually absorb a liquid doesn't do anything, it just moves you to the liquid. The Unstable slime variant does absorb the liquid on contact, tested on joppa's salty water (absorbs just water, no idea if it's normal behavior, I only ever played Null).
After absorbing the liquid with the Unstable slime, going back to the menu and starting a new game, the game crashes.
Killed the convert at joppa, fish, glowpads and snapjaw with unstable and null slimes, none gave a single point on any stat like they used to, tested with this as the only mod enabled just in case and same thing.
---Leaving this at the end, could be intended or not
Can't heal normally by waiting because of low stats, sleeping on a bed in joppa heals tho so that works for now. One of the modders that resurrected the mod before changed toughness to the minimum needed for healing i think, so it can heal slowly at least.
Fixed by removing the unnecessary 2nd missile weapon part from the slime entry.
I updated some of the tags in the Genotype and Subtypes xml, which seems to have fixed the crashing on my end.
It looks like the slime doesn't know how to path through doors? I'm guessing the slime is lacking some part or attribute that makes this possible, I will look into this more to see if I can figure out a way around this.
Fixed!
Not sure if I fixed this when fixing other things, but I can't reproduce this after my changes so I hope I did.
Fixed! New stat gain implementation:
Also fixed! It turns out healing is based on both Toughness and Willpower. If the negative modifiers from both add up to -10 or less, you get to natural regeneration at all. I bumped willpower up to 6 to give slimes the minimum they need to regenerate naturally.
Tested all previous bugs again and yep seems like everything was fixed except the door thing, hopefully it's not a "root" game problem and can be fixed xD
Side note: Stable slime absorbs a salty pseudopod when using the skill on salty water, unlike Unstable slime getting a water pseudopod from it.
Um, no idea why but tested a couple more times and Stable slime is getting the water pseudopod now like the Unstable one, maybe something to do with the patch from some minutes ago? saw it and updated the mod just in case. idk, ignore this one.
No idea if it's possible to get a mix of liquids, that would be preferable, if not,
lol it shows that I never played the other slime variants from the mod, of course they combine when using the spit liquid skill, that's why you get single liquid pseudopods, duh.
For this particular case it would be better in my opinion for the Stable slime to also get the salt instead of water, and if the player later finds water by itself and wants to get a water pseudopod (like the guaranteed water in Six Day Stilt or from water containers) they should be able to get it from there instead :)
0 mutation points on level up, so can't upgrade any mutation that's absorbed from enemies.
Would it be possible to guarantee/get a chance to level it up upon absorbing an enemy with the same mutation at a higher level than the player?
Can't equip some ranged weapons without the 2nd missile weapon slot that was removed (probably intended with the earlier patch).
Did it always destroy items on the inventory of npcs when you kill them while engulfed? Don't really remember when I played with the mod before.
Equipped/worn items are dropped and picked instantly but things that you can trade them with like books from zealots or, more importantly, inventory from shops won't drop unless you kill them without engulfing.
Shop inventory disappearing looks to be base functionality, the 'Engufling' is handled through base game code and the inventory does whatever the game says it does when an engulfed creature dies, which looks like just dropping equipped gear. I didn't see an easy solution to fix it, and I don't think I mind that it does, you're dissolving the creature inside you so if you dissolve their valuables too that's the risk you take.
Another thing to note, entering a tile from the world map seems to take a couple seconds longer than usual? maybe it's my imagination, idk.
I'm attaching the player.log and also my save file which I saved right when I had the bug. After reopening the game and loading the save it works fine so it didn't seem to corrupt it or anything.
Mods used together with this one:
Better Fidget Cells
Endless EXP Scaling
WM Extended Mutations
Zone Loot List
https://filebin.net/jejm1gzpwpk3ilpc
tell me if the links works, if not I'll use another site to upload it, it's a rar compressed folder with the saved game and player log.
That appears to be an issues with the WM Extended Mutations mod, I'll try install it and peek at the code and see if I can figure out if it's an interaction with this mod or what's going on there.