Rain World

Rain World

Properties Expanded
29 Comments
Aetherius 11 Sep @ 5:50am 
alright alright. thank you!
Tat011  [author] 11 Sep @ 5:36am 
That may have to do with the room palette or the level of light or something, idk for sure
Aetherius 11 Sep @ 5:34am 
alright! the only thing that I don't really like is how some barflies glow... now, I don't know if that's intended, and sorry if I sound rude. I use manh mods together, but I'm pretty sure it's this one that makes barflies glow. for example, in industrial they glow purple, but in farm arrays they don't glow, they just have red eyes, so I'm not sure
Tat011  [author] 11 Sep @ 5:30am 
This just modifies the properties file, no code is used outside of RegionKit as a dependency if you have that on
Aetherius 11 Sep @ 4:11am 
ohh, I didn't look into the mod, I thought some code was involved. regardless, great mod! :D
Tat011  [author] 11 Sep @ 4:07am 
Not possible without code
Aetherius 10 Sep @ 1:36pm 
I like this mod, but it would be nice if we could configure each setting. For example, I would like to have all batflies not change colors, but the rest of the features I really like
Tat011  [author] 9 Dec, 2024 @ 11:03am 
i wonder why that happened, ill have to look later and see if this is a repeatable issue
Real Homosapien 9 Dec, 2024 @ 11:02am 
I seem to have fixed the issue though not sure why:
if you go to the mod file and go to the modify>world>SB, you can open a file named properties and delete the line that says wormGrassLight: true the passage crash stops from happening
Real Homosapien 5 Dec, 2024 @ 9:44pm 
part2 of exception:
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<WormGrass::.ctor>?1949741056(WormGrass,Room,System.Collections.Generic.List`1<RWCustom.IntVector2>)
Room.LoadFromDataString (System.String[] lines) (at <a117a2e773414632b51933d2ae7f2aca>:0)
(wrapper dynamic-method) RoomPreparer.DMD<RoomPreparer::.ctor>(RoomPreparer,Room,bool,bool,bool)
HUD.Map+MapData..ctor (World initWorld, RainWorld rainWorld) (at <a117a2e773414632b51933d2ae7f2aca>:0)
Menu.FastTravelScreen.AddWorldLoaderResultToLoadedWorlds (System.Int32 reg) (at <a117a2e773414632b51933d2ae7f2aca>:0)
Menu.FastTravelScreen..ctor (ProcessManager manager, ProcessManager+ProcessID ID) (at <a117a2e773414632b51933d2ae7f2aca>:0)
ProcessManager.PostSwitchMainProcess (ProcessManager+ProcessID ID) (at <a117a2e773414632b51933d2ae7f2aca>:0)
ProcessManager.Update (System.Single deltaTime) (at <a117a2e773414632b51933d2ae7f2aca>:0)
RainWorld.Update () (at <a117a2e773414632b51933d2ae7f2aca>:0)
Real Homosapien 5 Dec, 2024 @ 9:43pm 
after removing a lot of my mods I get this exception during at the crash:
NullReferenceException: Object reference not set to an instance of an object
WormGrass+WormGrassPatch.GrassLightIntensity () (at <a117a2e773414632b51933d2ae7f2aca>:0)
WormGrass+WormGrassPatch.GrassLightColor () (at <a117a2e773414632b51933d2ae7f2aca>:0)
WormGrass+WormGrassPatch.InitRegionalLight (System.Boolean turnOn) (at <a117a2e773414632b51933d2ae7f2aca>:0)
CustomRegions.RegionProperties.CycleRelatedHooks.WormGrass_ctor (On.WormGrass+orig_ctor orig, WormGrass self, Room room, System.Collections.Generic.List`1[T] tiles) (at <ab1851d071b0400f9e3e9cdfe6a4d1be>:0)
Real Homosapien 4 Dec, 2024 @ 10:10pm 
Upon further testing it only happens when the more slugacts from downpour are loaded in with your mod
Real Homosapien 4 Dec, 2024 @ 9:40pm 
not quite sure if it is your mod crashing my game but whenever I try to use passage, the game freezes at a black screen and I see this in the consolelog repeating until I terminate the game:
COULD NOT FIND ROOM FILE: roomName: SB_SettingsTemplate_Filter , includeRootDirectory: False , additionalAppend: .txt
COULD NOT FIND ROOM FILE: roomName: SB_SettingsTemplate_Temple , includeRootDirectory: False , additionalAppend: .txt
COULD NOT FIND ROOM FILE: roomName: SS_SettingsTemplate_Mech , includeRootDirectory: False , additionalAppend: .txt
COULD NOT FIND ROOM FILE: roomName: SS_SettingsTemplate_Comp , includeRootDirectory: False , additionalAppend: .txt
COULD NOT FIND ROOM FILE: roomName: OffScreenDen_SB , includeRootDirectory: False , additionalAppend: .txt
Tat011  [author] 5 Nov, 2024 @ 2:53am 
3
riley_ 4 Nov, 2024 @ 5:49pm 
anyways to leave a normal comment on this mod again, what's the value of normal spears with this? they aren't listed in the description in the changed values or the short list of items that retain their original value.
riley_ 4 Nov, 2024 @ 5:48pm 
@User Profile those blue blls are still functionally blls though. the thing i take issue with is blls in arti and spearmaster's worldstate being identical to dlls in every single conceivable away except for their internal creature id and thus also the points awarded for killing them.
User Profile 15 Oct, 2024 @ 1:28pm 
@riley_ I think that's more of a lore thing than an issue. The rot changes color based on what they've been eating, as well as how much they've eaten. for example, the rot in SS and UW is blue, because they've been eating Five Pebble's neural tissue. The rot in garbage wastes subsists primarily on dirty water and bugs, so they've turned a brownish green. Artificer and Spearmaster take place right as the rot first became a problem for 5 Pebbles, right after he first started amputating and tossing the infested parts of it's structure, so the rot in GW hasn't had time to acclimate to it's new environment. There are also blue BLLs in Rivulet's campaign, in RM.
Tat011  [author] 12 Oct, 2024 @ 7:58am 
Ok so i checked and yeah its a thing, wow thats stupid.
Nothing i can do about it tho, thats hardcoded stuff.
riley_ 12 Oct, 2024 @ 6:44am 
i can confirm through extensive experience, yes it is a thing. go to GW_E01 as artificer, kill one of the dlls there, and then go hibernate. it will show a bll icon in the hibernation screen
Tat011  [author] 12 Oct, 2024 @ 6:40am 
That's not a thing (exept for the coloration)
riley_ 12 Oct, 2024 @ 6:23am 
suggestion (if possible): fix the issue where in artificer and spearmaster's worldstate every brother long legs has identical blue coloration, health, size, and hearing ability to a father long legs. the only difference is they still have the brother long legs creature id so they're not worth as many points when killed.
AFaeFox 9 Oct, 2024 @ 8:17pm 
:D
mourning_glory 9 Oct, 2024 @ 3:07pm 
this gives scavengers so much personality it makes so much since to have them hold food too
Tat011  [author] 9 Oct, 2024 @ 4:45am 
DP is supported
guide overseer refers to the overseer that guides you, regardless of what color it is
slugcat 8 Oct, 2024 @ 11:45pm 
when you say vanilla regions, do you actually mean vanilla regions only? or is it including the downpour regions? from looking at the list, downpour appears to have been included in the changes made
also, does 'guide overseer' refer to just iggy? pebbles & suns' overseers also act as guides in rivulet & spearmaster campaigns respectively
Rigai_Ruc 8 Oct, 2024 @ 11:36am 
yes
mourning_glory 7 Oct, 2024 @ 2:59pm 
ohhhh this is so cool
Lolight2 6 Oct, 2024 @ 5:05pm 
This seems really cool!
sniffledorf_ 6 Oct, 2024 @ 12:13pm 
:)