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    [MOD] Most of the b15 stuff is done, but still needs...

    Most of the b15 stuff is done, but still needs some testing and probably some bug fixes.

    Will def be this weekend sometime.
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    [MOD] The current version of the crystals are more for...

    The current version of the crystals are more for purging existing blight than protecting against new blight. The protection they do provide atm should last a few game days but the next time I work on...
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    [MOD] that reminds me, I needed to make the seed...

    that reminds me, I needed to make the seed recipes give 2 seeds.


    Atm the fert doesnt do anything (only gives bonus for <e> pickup plants rather than hit to harvest plants). A future version it...
  4. a regular house full of scoobycops just makes no...

    a regular house full of scoobycops just makes no sense to me. The doors are locked, the house is intact, but somehow all those scoobycops got in there and supposedly died of radiation or something?...
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    [MOD] Currently looking at probably two or three more...

    Currently looking at probably two or three more days before the final bits are ready for b15. Main holdup is the quests I want to re-work to flow better and guide you though the early stages and...
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    [MOD] In the mixer you will find this cell rule: ...

    In the mixer you will find this cell rule:



    <!-- This cellrule contains the adjustable settings for Medieval Mod, prob is a float, but will be cast to int if required -->
    ...
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    [MOD] The horse is currently coded to not fade quickly...

    The horse is currently coded to not fade quickly so that you can recover your saddle and items from the dead horse if needed, but we can look at making the corpse take damage to avoid the exploit....
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    [MOD] The hostile peasants are essentially a...

    The hostile peasants are essentially a placeholder until I can get to the code that will make them aggro when you wreck their house or loot their stuff. They may even summon guards :)

    They are...
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    [MOD] check the console, you probably have some errors...

    check the console, you probably have some errors there. The mod uses Emu's no NRE hijack so it wont pop the console down by itself. If it loads that quick I would guess that the Mods/SDX folder isn't...
  10. it doesnt change the owner or unlock them it just...

    it doesnt change the owner or unlock them it just adds the admin to the list of allowed users if I remember rightly.

    If it does actually unlock them then you can use the bc-tile command in bcm...
  11. great work as always :) and thanks to Subquake...

    great work as always :)

    and thanks to Subquake for agreeing to it be used in other mods ;)
  12. [MOD] you'd have to ask the modder for Undead Legacy,...

    you'd have to ask the modder for Undead Legacy, I've never played it, but the tools all work fine for me.
  13. [MOD] Try my admin nailgun ...

    Try my admin nailgun
    https://gist.github.com/StompyNZ/6cd8a06a91299a74481c5a4cfe2e01d6

    it has a grass bomb. works in a16 so if you wanted to stick with the modded hoe then check out the code and...
  14. I have a couple of the bcm commands as an sdx...

    I have a couple of the bcm commands as an sdx version

    import, export, block and loc

    https://github.com/7D2DSDX/Mods/tree/master/ConsoleCmdLibrary

    they may not work perfectly as I didnt spend...
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    [MOD] Build 14 is up on gitlab and the launcher NEW...

    Build 14 is up on gitlab and the launcher

    NEW SAVE IS HIGHLY RECOMMENDED

    There have been a lot of changes for the spawner blocks that are used to spawn the peasants in their houses, and you...
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    [MOD] The links are all working fine, nothing has...

    The links are all working fine, nothing has changed.

    If you can't access them then talk to your ISP and find out if they are blocking github (I've heard thats a thing these days).

    it has no...
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    [MOD] I will look to package up the changes for b14...

    I will look to package up the changes for b14 tomorrow evening(nz) and I think maybe b15 as the last build before we settle with a stable build and start working on some book 1.1 stuff

    Main...
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    [MOD] yeh the guards were not working as intended,...

    yeh the guards were not working as intended, there was a spawner block being generated that wasn't working right.
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    [MOD] Build 13 is on the launcher Summary of...

    Build 13 is on the launcher

    Summary of changes:
    Removed outside spawnblocks that were populating the biome with a lot of peasants, guards, and bandits. You should not be getting angry guards away...
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    [MOD] Will do a b13 after family time.

    Will do a b13 after family time.
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    [MOD] There was still a spawner block in the biomes....

    There was still a spawner block in the biomes. Iíve removed the outside spawn blocks and increased the biome spawns to offset.
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    [MOD] I've added the ability to configure the spawn...

    I've added the ability to configure the spawn system and biomes placement into xml for the next build.

    Here's a preview of a 10k map...
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    [MOD] The idea with the Hidden dungeon quest is you...

    The idea with the Hidden dungeon quest is you have to loot the treasure chest it spawns to complete the first quest. The bit that hasn't been added yet is a follow-on quest to explore the dungeon,...
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    [MOD] point them here: ...

    point them here:

    https://gitlab.com/Medieval/Core

    the readme has the details on which bits to NOT add for a dedicated server :)
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    [MOD] It's a purge crystal not a protection crystal....

    It's a purge crystal not a protection crystal. You place it where the active blight is spreading and it will clear the blight in a radius (yellow is smallest, 10 blocks I think)

    It does also adds...
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