Soulash 2
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Artur Smiarowski  [utvecklare] 22 maj @ 0:11
Soulash 2 Basic Tutorials
We're creating a series of short basic tutorials for Soulash 2 on our YouTube channel that are meant to answer commonly asked questions and provide additional information on less-known features of the game:

Game

1. Character Creation
2. Movement
3. Training Skills
4. Crafting
5. Abilities & Amplifiers
6. World Exploration
7. Food & Water
8. Building
9. Ordering Items & Trading
10. Crime System
11. Companions
12. History Simulation
13. Settlement Management

Modding

1. Entities
2. Map Editors
3. Cheat Console
4. Data Tables
5. Skills
6. Abilities
7. World Simulation Data
8. Publishing to Workshop

Let us know if you feel there are other topics worth covering.
Senast ändrad av Artur Smiarowski; 4 jul @ 15:59
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could you make a video tutorial on amplifiers and passives im struggling with them (also when you make an npc entity like an enemy do they just spawn wherever or do i have to make a map and set a spawn location?
Senast ändrad av rubish 1; 9 aug @ 19:00
Artur Smiarowski  [utvecklare] 9 aug @ 23:32 
Ursprungligen skrivet av rubish 1:
could you make a video tutorial on amplifiers and passives im struggling with them (also when you make an npc entity like an enemy do they just spawn wherever or do i have to make a map and set a spawn location?

The amplifiers should be explained in this one: https://www.youtube.com/watch?v=pbm3h5i-To0
Passives just work at all times once unlocked.

You can add your enemies to locations.json if you want to spawn them in some places or use the cheat console for testing purposes.
thank you, and honstly i was just struggling to figure out the amplifiers in that video but ill give it another shot thank you for answering me :D
Artur Smiarowski  [utvecklare] 10 aug @ 11:17 
Ursprungligen skrivet av rubish 1:
thank you, and honstly i was just struggling to figure out the amplifiers in that video but ill give it another shot thank you for answering me :D

The general idea is simple: you select an ability with slots, then drag & drop an amplifier with matching color in one of the slots, so the amplifier bonus is applied when you cast the ability. :)
would you be able to do one on how to make trainers? ii could figure out how to get people to say they are trainers for my skill but i havent been able to actually get them to give the potential for it they just have the normal skills avaliable to train
Artur Smiarowski  [utvecklare] 21 aug @ 4:58 
Ursprungligen skrivet av rubish 1:
would you be able to do one on how to make trainers? ii could figure out how to get people to say they are trainers for my skill but i havent been able to actually get them to give the potential for it they just have the normal skills avaliable to train

NPCs train over time, depending on their occupation. To have them reach a higher potential, you'll need to give them some time, and if you need a specific trainer, you can set that up in your settlements, including training in buildings yourself at the cost of some years.
you can set up specific ones for any skill at your own settlement? because i dont understand how to set one up for like my specific custom skills , i couldnt really find anything for it in the modding documentation either
Senast ändrad av rubish 1; 21 aug @ 5:03
Artur Smiarowski  [utvecklare] 21 aug @ 6:22 
Ursprungligen skrivet av rubish 1:
you can set up specific ones for any skill at your own settlement? because i dont understand how to set one up for like my specific custom skills , i couldnt really find anything for it in the modding documentation either

Oh, you meant modding, then it's enough for NPC entity to have the skill assigned in the Skills component, and have that NPC entity assigned as "occupation" in your own building. For example, you can probably check how Geomancy is done on Steam Workshop.
Is there a way to create a mod to blacklist certain entities from core (or another mod)? I'm trying to see if there's a way to remove some face parts. I see the safest way to do that is to create a restriction for those and set it to some nonexistent race (e.g. 99) in that mod's folder but I haven't worked out how to make that its own distinct mod, since it doesn't seem to overwrite the base's file.
Thanks. I'm sure I could figure it all out on my own, but I'm an old man. I don't want to do that anymore.
A tutorial video showing an early start would be very helpful.
I've tried twice so far and both have been utter failures.
To the 'devs'; I recommend reaching out to DasTactic for exposure. This game deserves more of it.
Senast ändrad av eddieballgame; 16 okt @ 11:01
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