ksaab

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File Comments posted by ksaab


  1. 11 hours ago, Unlimiteddddd said:

    (it could be a bug because i see "nonperish=true" for the wheat in v1.1.1 in ca_vegs.lua

    It's not a bug, I'm just too lazy to rename variables. Check ca_veggies.lua line 289


  2. On 19.07.2018 at 4:47 PM, Unlimiteddddd said:

    Can you make your mod compatible with the popular "Craft Pot" in the next version?

    Yeah, but I need to examine it first (never used it before)

     

    On 19.07.2018 at 4:47 PM, Unlimiteddddd said:

    your new farming method doesn't seems to produce all the SW veggies

    It has high chance to replace carrot or corn with a new vegetable for a usual farm. It doesn't affect other seed-products (well, I've broken vanilla chances in the last update, not critically, but late noticed)

     

    On 19.07.2018 at 4:47 PM, Unlimiteddddd said:

    "wheat presence"

    New farming is a weighted system now, so you can change a chance for any crop you want (not as an option, from the code only)

    Thanks for your feedback.


  3. On 11.06.2018 at 2:26 AM, ehrnehrn said:

    does this work with vanilla/base game? looks really interesting.

    It's not possible now, but I try to move all important staff to a standalone mod and make it compatible with single DS.

     

    7 hours ago, vagnerdarochasantos said:

    I create  a lot of simple ground, but now i want create a new kind of warter, It is possible to do a ground impassable with your tileradd? 

    There are not "impassable" tiles in the game. The game draws a blocker line between the ground and... non-ground during the world creation. But there is a small hack — you can remove the tile, rebake the map and place the tile back. Rebaking takes about 0.5-1 second for a medium-size world on i5 4.0GHz.


  4. 18 hours ago, vagnerdarochasantos said:

    - Why don't you change the color from elite creatures? We can see only a tag on the name of creature, it is dificult to differentiate a normal creature from a elite.

    I thought about it and even tried to deal with Klei shaders, but I've failed. It's possible to add an option for colour change, but creatures will look a bit weird. Maybe I should ask for help with shaders.

    18 hours ago, vagnerdarochasantos said:

    The terror effect are very potent, can you change it?

    Yep. I reworked the spell and effect systems, and now can make affixes more "immersive".

    Thanks for the translation.

    • Like 1

  5. 12 hours ago, vagnerdarochasantos said:

    There is one very interestin in the mod Hero in the dark, and this mod don`t working in DST. Maybe you can ask for permission from the creator of this mod to use this table.

    I think this was the last content update for GW. I don't know which direction to develop the mod — I don't have any feedback and ideas.

    • Like 1

  6. On 27.04.2018 at 10:40 PM, vagnerdarochasantos said:

    Only a sugestion, Why don't you do a workbench in the  Green Swamp?
    A workbench to do only the itens from your mod.

    I wanted to do a small witch table for alchemy and enchanting stuff... but I'm too lazy to draw and animate it it will take a lot of time, I prefer to add new features instead.


  7. 7 hours ago, vagnerdarochasantos said:

    Hello ksaab, when will be the next update? 

    Hey. Thanks, it's nice to see that someone likes it. Update will be soon, may be even this week (magic potions, reworked glyphs and some spells, pigmans-shamans with chain lightnings)

     

    7 hours ago, vagnerdarochasantos said:

    I did the translation to Portuguese, if you want i can send to you.

    Yeah, send it to me.

    • Thanks 1

  8. 1 hour ago, ManuelSeNNN123 said:

    You didn”t mention about finding them ... ; could you tell me ? Thanks ;)

    All new items can be crafted at the magic tab. New creatures dwell in the new biome.


  9. 37 minutes ago, deaththeking said:

    dont know why cant use,cant apply the tick  sorry my bad eng

    I don't understand you. This is together-only mod, may be you try to run it on singleplayer DS?