EDIT: And for ***ks sake people, the thread is about something that would perhaps make the Boltor P even more OP. If you think the reasoning is wrong, then say so and why you think so, instead of attacking the poster directly with childish accusations and logical fallacies.
There are plenty of weapons which would benefit greatly from this mod tbh, and nope I do not use the B Prime everyone is always complaining about. My main right now is the Tiberon/Burston P/Sybaris (Burst Weapons) as I find them much more fun, challenging, and tactical to play with.
The biggest problem with those +slash damage mods and the +puncture mods if DE does decide to do it is not the mods themselves its that DE thought it would be a good idea to give the damage buff that physical damage mods desperately need to a new set of mods that are event exclusive.
It's goal is to simplify access and management of community made modifications to the base game. This site connects to your game account, so no extra sign up required.
If you don't have a game account yet you can buy it on the official store.
Whenever you're ready head over to the list of mods! To install mods, check out our guide on the wiki
Cheers,
Tyron
idk, none of your mods work for me. this one slowed me down once the shit bar was almost filled, then when it reached the 100% i suddenly started sprinting at full speed again and received damage like every second. still was not able to relief myself. so in the end i just had to die because of shit.
edit: ah, i did not sit down on a container. maybe thats why. should not be mandatory honestly. what about traveling folks?
Deleting the configs did not do anything for me. sprint is working in a new world though.peeing was not possible, but maybe the bladder was just not filled yet (i believe there is a second smaller bar on top of the thirst bar which has to be filled first?). Thirst bar was full though and blinking.
Also confirming issue with wildcraft trees and this mod. Using the latest version (dev.3, also tried 1 & 2). When chopping down the trees it will just break the logs as if in creative or just breaking a single log and will not cause the whole tree to fall. Poplar trees are one example of this. I have disabled everything but wildcraft trees and this mod to confirm the issue is with them however I do not see any good info in the logs to the cause of this. From what I am seeing this stoped working at v0.6.0-dev.1.
Weird bug - playing on a dedicated server if it makes a difference. If I build a langstroth that's Base-Super-Brood or Base-Super x 3-Brood, everything appears OK. If I build a langstroth that's Base-Super x 2 - Brood, the Brood box goes invisible.
But then even stranger, if I build a Base - Super x3 - Brood, then remove a Super and remake the stack as a Base-Super x2-Brood, it appears fine and keeps appearing no matter how many times I restack in any number of Supers.Obviously not a critical bug since its something you can work around, but wanted to mention it all the same!
ive ran off into the distance and the looters still had 6hp at 13k from spawn and the animals still had their 12-50 hp with no increase
the better drifters definitly got a good boost the double headed at 13k had over 200hp and the surface had over 50hp
Just a suggestion but unstalbles are a bit overtuned/powered especially since their attack is so fast and seems to just ignore armor (which I get because it seems "magic" based).
- The flying around is just too fast and the fact they fly into you makes it even harder especially if you are trying to fight them with a bow (which seems the best for the most part)
- Also given their damage ignores armor it seems very strong and since its so fast it just feels so rapid firey.
Personally I had to turn them off on my world because I literally just died if I encountered 2 of them and barely got away if only 1. A config for the mobs to adjust their values might help with this a lot, Ive seen you mention people creating these but personally I have no idea how to go about doing that it would just be nice to have.
Other then that I love the mod and the challenge it brings to VS. Thank you for creating it.
=] typing this after I've died to unstables yet again lol
Xandu That's great I didn't know I could do that. If there's a clean solution on my side, I won't bother you. Do I need to import the XLeveling dll for this? Edit: Nvm it's in XLib I think? Edit2: Damn that was so easy! Saved me a lot of headaches.
Falco The tooltip is from the base game so I can't change the format. I couldn't reproduce the second issue. But I think it is just a synchronization issue. So the 60% are still applied on the server side but the client does not know it.
jayu Hi. You could use the modloader from the base game api to get the XLeveling api. Then you can get the survival skill from this and add your ability there. The code would look like something like this:
at the time that was the only crop i had mature to try and harvest. everytime i would harvest it, the animation would play, the particals of it breaking and everything, but it would drop nothing, exiting the session and loading back in would have the crops still be there. CAN Crops v1.22 Vintage Story v1.19.8
Readers interested in the other languages that are available for playing Original PD or some of itt this wiki page. Moreover, desktop pc users that are looking only for variants playable in their device without the need of an emulator should better visit this category page.
If you follow the links to the mods' main pages, in their infobox you will often see the ordinal number of their first release in comparison to the other mods. Moreover, this number will be displayed in a different color, according to the current state of the mod:
Readers who are interested in more details about the definition of modding, or about the general characteristics of the Pixel Dungeon mods' ecosystem can also visit the page about mods' general features of the wiki. There is also a page dedicated to the developers of mods, which is mostly a resource for readers wanting to communicate with a specific developer, but also serves as an explicit acknowledgment of their contributions by the wiki. Lastly, readers who are interested in specific Pixel Dungeon versions (for example mods of Shattered PD that implement 2.5D graphics) might find useful this page about the generations of Pixel Dungeon mods.
Notes: The tables' lists are sorted alphabetically by default, but readers can click on the arrow inside the "Last Update" box, to rearrange the lists from more recently updated mod to more formerly updated mod. The "zero dates" have obviously no meaning by themselves and were added to make the mods with a completely unknown date or with a vague date compatible to sorting adjustments. Also, mobile device users that encounter difficulties in viewing the tables might solve the problem by going to their browser's settings and switching "Mobile view" to "Desktop/PC view". If that doesn't work, they can find a concise list of the mod pages' links in the end of this page, but without any other info that the tables also include.
Moreover, for almost all the mods with no page in the wiki and for a few mods with various issues but which were considered worthwhile for a download link to get offered for them, there is also a link leading to the source code of each one. This is a minimal cure for the lack of a wiki page for these mods, as readers who are familiar with java can at least visit their repositories and gather some info by reading the files of the source code.
Many features are also borrowed and adapted from other mods, especially form Shattered PD. Actually SPS-PD could be considered a dual-parent mod (Sprouted + Shattered) or even a multi-parent mod.
We generally don't offer download links for many of the applications of the last table, because they are described as essentially problematic for one reason or another. The five exceptions are for the three mods that crash only during end-game (Dragonic PD, Dixel Pungeon, Statistics PD), the mod that crashes only when the hero ascends (EZ Dungeon), and the mod that crashes randomly but not always (Pixel Ponies).
Omicronrg9's mod charts posts work in reddit has contributed much to the completeness of info displayed in all tables but especially in the fifth and sixth. It should be noted that Omicronrg9 also documents the existence of 4 more mods and mentions the few details he could find about them, but those details were not enough for them to be included to the above tables. These mods are: Browser Vanilla PD, Dungeon Drill, Pixel Dungeon C++, and Pixel Dungeon for a Texas Calculator.
Currently the wiki hosts 726 pages. The big majority of them is about Watabou's Original PD or general PD features, but there is also a decent amount of pages, 178, about mods (category pages are also included in the numbers):
Un mod SMAPI utiliza la API de modificacin SMAPI para ampliar la lgica del juego. El mod puede responder cuando algo sucede en el juego (como cuando un objeto se coloca en el mundo), ejecutar cdigo peridicamente, cambiar los recursos y datos del juego, etc. Los mods de SMAPI se escriben en C# usando .NET Framework, y Stardew Valley usa XNA/MonoGame para la lgica del juego (dibujo a la pantalla, entrada del usuario, etc.).
Si eres nuevo programando: Muchos desarrolladores de mods empiezan con poca o nula experiencia en programacin. Ciertamente puedes aprender en el camino si ests determinado, pero debes estar preparado para una curva de aprendizaje muy empinada. No seas muy ambicioso al principio; es mejor empezar con un mod pequeo mientras aprendes el proceso. Es muy fcil terminar abrumado y rendirse la primera vez. La comunidad de mods es muy amistosa, as que no dudes en preguntar!
Si ya tienes experiencia en programacin, no debera haber problema. Experiencia en C# o Java har las cosas mas sencillas, pero no es algo crtico. Si no ests familiarizado con C#, puedes dar un repaso en las referencias Aprendiendo C# abajo para completar cualquier hueco.
d3342ee215