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About Zarklord

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  1. You need this if: You have some crash that only occurs on the beta branch, you would use that to fix the crash on the beta branch without affecting the non beta branch version of the mod Your doing something with a new(or heavily modified) component(you might think you need this for prefabs, but in general you wouldn't) Your doing something with a new tuning var/global function/something else I'm not thinking of.
  2. note this wont work: CurrentRelease.GreaterOrEqualTo(ReleaseID.R08_ROT_TURNOFTIDES) the variable path is wrong, you need to do this: CurrentRelease.GreaterOrEqualTo(ReleaseID.IDs.R08_ROT_TURNOFTIDES) (note the .IDs which is where all the specific ReleaseID are stored.) another option is this: CurrentRelease.GreaterOrEqualTo("R08_ROT_TURNOFTIDES")
  3. I covered the animalhat(along with a gif of it in action) also explaining the possibilities of it(also, other random tidbits that no one else seemed to find.) in my thread:
  4. This is gonna be random stuff I found. WARNING: doing any of this stuff inside a survival world is not recommended, it can soft lock save files, and various other things. there is a new prefab called "animalhat" upon spawning it, it does well this: it uses a new component called LivingHat, now this thing is clearly a test(for instance, the "animalhat" automatically attaches itself to ThePlayer(player 1)) but, we might see some pet or enemy that lands on our head. The water color is dynamic, allowing you to do this: console command: a component called SeasonManager got randomly added to the beta with the following code: local SeasonManager = Class(function(self, inst) self.inst = inst end) local season_manager = SeasonManager() function SeasonManager:IsWetSeason() return false; end function SeasonManager:IsDrySeason() return false; end function GetSeasonManager() return season_manager end this might be here so that some of the code snagged from SW didn't need to be rewritten, or it might be a hint of things to come. When poking around on the code for lunar islands, a couple new map tags got added(map tags control things like sandstorms, and the ruins and the atrium) some were not interesting, but others were slightly more so: we got these two tags: "nohunt"(blocks the hunting tracks from spawning) and then we ALSO got the tag called "moonhunt" which currently blocks hunting tracks from spawning, along with being required for mutated pengulls, now this seems like a ton of infrastructure just for pengulls, so I imagine later on down the line there being special moon hunting tracks that do something cool. oh, also the lunar islands don't have deerclops/bearger attacks, so that's cool, i guess. I will keep updating this if/when I find more cool stuff, so check back occasionally.
  5. Thats not new, it just only appears whenever you load the game for the very first time(or the first time in a beta), nothing changed.
  6. Booting the game even in the menu, performance is incredibly low.
  7. ......... okay, just no. you come off as a jerk, when you do the following: not actually read the post your responding to, and this thread is riddled with post's from you where that's the case. not responding to the actual points of the post in question, instead your only focus is calling out "all the flaws" in an argument. literally taking every word out of context, and attacking people on it. seriously, please stop this nonsense while you still have a shrivel of credibility, you have lost most of it in this thread as it is.
  8. in order for something to be OP, in needs to be gamebreaking for the "top 1%" of players, which generally has a trickledown effect onto everyone else, something can't be OP for the "mid 50%", that just means its "okay". also, not trying to be a try hard, but you need to git gud, darkness is harder to die to than starving, and everybody thinks thats a joke. edit: also a second thing, unless you can survive infinity days, you can't be making comments on if something is OP, even if your not rushing ruins, you should still never die, this is a fairly easy game.
  9. I think your also forgetting, that you wouldn't be crafting that many of them if they never break.
  10. lol no, if that would have "broken the game" you need to get better at the game.
  11. my thoughts on the changes in bold. Willow no longer gets cold from low sanity. I thought this was a good thing since they didn't make it super harsh, why remove it? Willow takes more damage and loses sanity from freezing. seems meh, inline with the character but meh. Willow takes less damage from overheating. again, fairly meh but seems inline with the character. Willow takes no fire damage for the first several seconds and then reduced damage thereafter. WHY, you literally changed almost nothing, since fire resistance was proven to be a useless perk. Willow takes no burn damage while extinguishing fires and does it faster than others. usefullISH. Adding fuel to fires is more effective for Willow. that's actually kinda nice, seems like a creative perk. Bernie can now be equipped by Willow for sanity and warmth at the cost of durability. This doesn't seem that useful, Bernie takes BEARD HAIR, unless the recipe changes, or the sanity/warmth is ridiculous, this wont be used almost ever. Bernie grows big and will taunt and fight most hostile creatures when Willow is nearby and insane. honestly could go either way, depends on the dps. Bernie will still taunt Shadow Creatures when any other player is nearby and insane. did you fix this so that this is actually useful, and you don't ever need to kite distracted shadow creatures? In addition, Willow still gains sanity near fire and can still cook with her Lighter. okay.
  12. Wagstaff uses a lot of DS only engine mechanics, so unless klei adds those, Wagstaff can never be a faithful port. plus he also has a new face symbol, which means you would need to remake every player anim. so I would only expect shoddy ports.
  13. It wouldn't even really be debugging, It would just be tracing the loading calls. RE is only lawbreaking if you enter into a ToS saying that is such.
  14. just fyi, putting any game mechanic inside the HUD, will ensure that it will never work on any mp server, or any server with caves enabled. IE the only situation it will work properly on is a server without caves launched from the client.