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In terms of performance, it’s slightly superior to vanilla armor. However, it requires a lot of materials, and repairing it is more expensive than regular armor, so the upkeep costs are high.
The in-game sales list refreshes daily between 8 and 9 a.m. (in-game time). Be sure to spend at least 24 in-game hours in bed before checking again.
Repair kits for Rank 7 armor are not supported through modding. As a workaround, I've implemented an alternative repair method: you can restore the armor by combining it with an Orb at the workbench. This process is available under the Medical category.
Thanks, I must have overlooked that.
Also, thanks for your work — the mod is really cool.
It would be awesome if you could get the first armor and backpack through a quest, though I’m not sure if that’s even possible.
you can buy it from Doctor
That doesn't seem to be an issue with my mod. The obj_peacekeeper_regular code isn't part of my mod.
___________________________________________
############################################################################################
ERROR in action number 1
of Alarm Event for alarm 2 for object obj_map_generator:
"obj_peacekeeper_regular" doesn't exist
at gml_Script_trace_error
############################################################################################
gml_Script_trace_error (line -1)
gml_Script_building_deserialize
gml_Script_scr_building_list
gml_Object_obj_map_generator_Alarm_2
If possible, I’ll try to reflect it in the next update. It’s not what I want to have so many crafting recipes concentrated in the "other" category. I’d like to place some items in the repairkit crafting category, but unfortunately, that category doesn’t support modding.
love you it work
thanks you sooo much
@Firenor
@schmtzen
Although it appears to require only the base module, the game code internally demands Base_Module_Forge at level 0. For now, I’ve loosened the module requirement as a temporary measure and will fine-tune it through further testing.
@Firenor
@schmtzen
To resolve the issue temporarily, the required module condition has been removed.
Alpha is more specialized for combat than standard endgame armor.
I originally planned to create a repair kit using the Bizarre Orb (with some additional materials).
However, the game's modding system only supports repair kits up to level 6.
It’s not possible to create a level 7 repair kit through regular code, so I had to find a workaround.
The increased weight was intentional—to differentiate it from existing repair kits.
I added a fix directly into my mod by assigning a placeholder to the missing s_numbers sprite. This was done to prevent the crash and resolve the issue if it work.
i will be honest with you I have no ideal what SpriteLoad() is sorry :V
The mod tries to use a missing sprite called 's_numbers', so I just created a 1x1 transparent PNG and loaded it as s_numbers using SpriteLoad(). Hope this works.
___________________________________________
##########
ERROR in action number 1
of Draw Event for object obj_mod_generic:
Code failure in: "init.script"
Mod "Whispers from Beyond" does not have a sprite named "s_numbers"
at gml_Script_mods_trace_error
#########
gml_Script_mods_trace_error (line -1)
gml_Script___MODS_SpriteGet
gml_Script___katspeak_expr_call_1__ (line -1)
gml_Script___katspeak_expr_call__
gml_Script___katspeak_expr_block_4__
gml_Script___katspeak_expr_loop_while__
gml_Script___katspeak_expr_block_4__
gml_Script___katspeak_function__
gml_Script___katspeak_expr_call__ (line -1)
gml_Script___katspeak_expr_block_5__
gml_Script___katspeak_expr_loop_while__
gml_Script___katspeak_expr_block_5__
gml_Script___katspeak_function__
gml_Object_obj_mod_generic_Draw_0
it not work :") but thank for trying help me
Just realized that repair kits don’t support level 7. I’ll need to prepare a different method for repairs.
Unfortunately, it's still not possible to designate the crafting area for repair kits in modding. While I can implement a craftable item itself, there's no way to place it in the same crafting category as other repair kits. To work around this, I'd have to classify a custom repair kit under the ammo or medical category, which I really don't like. Honestly, I also wanted to place other armor modules in the repair kit category, but that's not possible yet either.
but, craftable level 7 repair kit sounds like a great idea. And I think the backpack suggestion is a good one too.
For now, I’ll add a repair item under the medical category to address the repair cost issue.
Slightly reduced the weight of armors. Thank you for the suggestion
go to appdata/local/zero_sievert and delete installed_mods.json and mods_enabled.json
and try resubscribe all mod.
I hope this work.
___________________________________________
############################################################################################
ERROR in action number 1
of Draw Event for object obj_mod_generic:
Code failure in: "init.script"
Mod "Whispers from Beyond" does not have a sprite named "s_numbers"
at gml_Script_mods_trace_error
############################################################################################
gml_Script_mods_trace_error (line -1)
gml_Script___MODS_SpriteGet
gml_Script___katspeak_expr_call_1__ (line -1)
gml_Script___katspeak_expr_call__
gml_Script___katspeak_expr_block_4__
gml_Script___katspeak_expr_loop_while__
gml_Script___katspeak_expr_block_4__
gml_Script___katspeak_function__
gml_Script___katspeak_expr_call__ (line -1)
gml_Script___katspeak_expr_block_5__
gml_Script___katspeak_expr_loop_while__
gml_Script___katspeak_expr_block_5__
gml_Script___katspeak_function__
gml_Object_obj_mod_generic_Draw_0
here the error report?