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Ah, hm something must of changed that's messin with it, lemme see if I can figure out what's going on and get a push out asap (hoping within the hour)
same with the other two diseases
also great mod thanks for your work
The latest patch from CoQ has properly fixed this issue!
It essentially makes it so that there is a chance to increase your ego score whenever defeating a creature that has a higher ego score than your own. Its like the Psykers but now you can proc it on anything that has a higher ego score than your own.
Seems like steam didn't want to update my version again for some reason. So yeah its definitely not working, I talked to the devs about it because nothing has changed with the underlying paths and methods that shoulda caused it to break like that--at least from what I can see. Got confirmation that it is a bug--something like an early AND statement causing this and they told me it would be fixed next patch. What you're doing there can work but its not particularly mod friendly as it forces the mutation to load its effect earlier so any mod or mutation that is doing that might be affected as well. I'm still deciding if I'm gonna just leave it until the next patch fixes it or wait but I'll think of something by the end of the week.
I added this block of code in Animancy.cs:
public override void Register(GameObject Object, IEventRegistrar Registrar)
{
Registrar.Register(Object, AwardXPEvent.ID, XRL.EventOrder.EXTREMELY_EARLY);
base.Register(Object, Registrar);
}
I'll double check and see whats going on!
@SpaceLatency
I can try rewording it if that helps!
@TheoryInfinity
I will see if I can fix this, thanks!
@Gameintree, Alrighty, I'm gonna go ahead and for now, add Serpentine Form to excluded from selectable pool slot for level ups until i can fix this, thanks for letting me know.
Some people on the discord argued that not having the ability to equip anything in these slots would make the tail kinda useless, so I decided just to let them equip items feet can until Qud releases items that tails can actually wear. Once I finish the user-config though, you'll be able to set the tail to use the tail slot which will take away its ability to do anything other than its grapple, no eta on this but its in the works
I'll consider putting in a list somewhere in the files/documents, you're asking for a lot of info though, so don't expect that anytime soon
@smallpatchofmoss
Thanks, and thanks again for the feedback! Alright that is definitely not intended, I'll add a way to exclude bridge tiles over liquids. As for the warning, this is something I have been looking into, I literally added the Acid Immune property to the player when they have that mutation, but it still for some reason considers it a liquid that must set off the 'dangerous liquid' response, I think it might also be because technically since the liquid can damage your gear or something like that it still warns, but I am not sure if that is true and might be me head-cannoning cdda stuff lol
Either way i'll see if there is a way to deactivate that warning for the player while be immune to acid.
Now, to be clear, I'm not saying dying from salt is too hard--it IS hard, but I like that :D--but I think the bridges and Phasing is probably not intentional.
Really enjoy this mod, this is a 10/10 always on for me. :)
(re: the names... well, you can never please anyone, so just please yourself! I admit that "Mentacles" is a great name though.)
Also, Thick tail should now be able to block attacks, do attack tail whips and everything its suppose to do at this point.
Lol, Steam needs like a poll thing so I can ask people if they want the old names back haha. Th I've been ... letting them workshop, but if more people ask for the old names back, I'll consider it.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1509016976&searchtext=x-ray
Heyya,m I think the issue is that you have Graven's Mutations installed, which isn't compatible with my mutation at the moment, if I recall there is a version of Graven's Mutation that was re-released by another user that does work with mine, but I am not sure. Unfortunately its not an error I can fix on my side, its something they are doing specifically that is causing the issue. The warnings are going to be fixed once the next push is out!
Hey, maybe I can help, what are the errors you are seeing?
This error has been popping up on world generation (Wings, Gills, possibly Two-headed so far), and I'm wondering if you know what the root cause could be? Seems to be an issue with both Improved Mutations and WM
@Winged_Monotone yes, it seems like any newton j calls were completely removed from the core library, requiring only simplejson(at least thats what i gathered from the errors). not entirely sure since my mod doesnt use scripts that mess with this, so im not very savvy to how the core did it to begin with. perhaps you can just add the newton library in your mod/upload a separate mod with the libraries as a requirement. or convert the code to explicit simple json calls(thats what i attempted in my "fix") im not entirely sure of the rammifications of picking and choosing and how it will affect the functionality. but it made the compiler happy, so yay i guess? :)
line 13:
-Old
JSONNode textNode = itemToAdd;
-New
JSONNode textNode = JSON.Parse($"\"{itemToAdd}\"");
line 30:
-Old
JSONNode currentNode = HistoryKit.HistoricSpice.root;
-New
JSONNode currentNode = JSON.Parse(HistoryKit.HistoricSpice.root.ToString());
line 49:
-old
currentNode.Add(nodeToAdd);
-new
if (currentNode is JSONArray)
{
currentNode.Add(nodeToAdd);
}
else
{
XRL.Core.XRLCore.Log($"YourModName: (Error) Tried to add a JSON node without a key to a JSONObject at path \"{path}\". " +
$"Item \"{GetJSONNodeName(nodeToAdd)}\" was not added.");
return false;
}
new one: https://pastebin.com/sKYhtRCn
replace here:
\steamapps\workshop\content\333640\2198787801\HistorySpiceEditor.cs.