Unusual request

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  • #3673
    Elzan
    Member

    I found Wayward a few days ago and have been poking around with it. One of my earliest games had a pretty long run but unfortunately ended to poison with no materials ready for an antidote, and in the time that’s followed I’ve only dabbled with it, mostly due to the fact that my inexperience at Cheat Engine doesn’t allow me to figure out what I should be looking for to toy with memory values for things like skill values and hunger/thirst, etc. I was curious what I should be looking for if I were to edit these values to get a better understanding of the skills at varying levels of proficiency, something that tends to be hard to pursue legitimately when world gen spawns me on a tiny island and I die of exhaustion/thirst before I find any land with significant amounts of rock and/or trees.

    #3675

    I think Cheat Engine might be a little overboard here as all of the inner workings are exposed and modable via your browser’s console with a little know-how and digging. I think these resources might help you if you are struggling at surviving:

    http://www.unlok.ca/wayward/on-thirst-hydration/
    http://www.unlok.ca/wiki/wayward/survival-guide/

    If you have any specific questions, id’ be happy to answer them though.

    I’m looking at making a non-permadeath mod very soon for players that want to experience the game without the death aspect always looming in.

    #3677
    Elzan
    Member

    I don’t have much of a problem with survival, when the world gen doesn’t screw me. My longest running game lasted about 8 game days before I died from being poisoned and being underprepared for such an occurrence. Otherwise though, I had two stone stills, a flask and a handful of waterskins as well as a sizable garden of mushrooms and wild onions. In the time since I’ve been wondering how much of an impact high level skills have on their respective tasks, as well as wondering the approximate ‘talent gates’ where the harder mobs start spawning so I could plan more accordingly to have better combat skills alongside the survival skills.

    I’d tried going with Cheat Engine because I’m more familiar with it’s use, though I had seen the one savegame state up on this site stores information in plaintext, I don’t know how to ‘read’ the information it presents so I don’t want to go tinkering with it just yet. A rundown on savegame editing and what exactly you can change/influence via browser console might be nice though.

    #3678

    Ah, well the skills are really varied on the impact they provide. They all matter though, and they all provide the benefits as described when you hover over them. Most of that basic information is revealed here too:
    http://www.unlok.ca/wiki/wayward/skills/

    Although, more specifically, it would be far too much work for me to put each exact percentage and number they provide as impact to various interactions. It would be easier to look in the source code for “mining” and see each time it’s brought up and why. Of course, you need to have an understanding of JavaScript to do this.

    Here’s the current talent table for monster spawning (in 1.4):

    //Night time
    vampirebat, zombie, giantspider, giantrat
    //Caves
    livingrock, zombie, imp, giantspider, vampirebat, rat, giantrat, skeleton, pirateghost
    //80000 talent
    giantspider, giantrat, trapdoorspider, bear, greywolf, bogling, livingrock, jellycube, imp, fireelemental, hobgoblin, timeskitter, pirateghost
    //40000 talent
    slime, giantspider, rabbit, snake, giantrat, rat, chicken, trapdoorspider, bear, greywolf, bogling, livingrock, jellycube, imp, fireelemental, hobgoblin, timeskitter, pirateghost, bear, greywolf, bogling, livingrock, jellycube, imp, fireelemental, hobgoblin, timeskitter, pirateghost
    //20000 talent
    slime, giantspider, rabbit, snake, giantrat, rat, chicken, trapdoorspider, bear, greywolf, bogling, livingrock, jellycube, imp, fireelemental, hobgoblin, bear, greywolf, bogling, livingrock, jellycube, imp, fireelemental, hobgoblin
    //10000 talent
    slime, giantspider, rabbit, snake, giantrat, rat, chicken, trapdoorspider, bear, greywolf, bogling, livingrock, bear, greywolf, bogling, livingrock
    //5000 talent
    slime, giantspider, rabbit, snake, giantrat, rat, chicken, trapdoorspider, bear, greywolf, bear, greywolf
    //Below 5000 talent
    slime, giantspider, rabbit, snake, giantrat, rat, chicken, trapdoorspider
    //Treasure guardians
    slime, giantspider, giantrat, bear, greywolf, jellycube, imp, fireelemental, timeskitter, pirateghost, hobgoblin
    //Water
    trout, shark

    A modding guide would sure be handy, but I haven’t had the time as of yet, and since the game changes so much in this beta state, it probably won’t happen until near to the actual release. Suffice to say though, you can edit/manipulate every aspect of the game via modding and console commands. It’s completely open… just not friendly to do so as of yet.

    #3680
    Elzan
    Member

    I understand. You’ve given me some good leads on what to look into, though I’m not that great at javascript I can learn what I need fairly quickly from experimentation, worse comes to worse I can have one of my programmer friends give me a hand. I have a particular love for roguelikes and survival games, so finding this is like the best little timesink possible. This had my vote for Greenlight after the first hour of play, I’m eager to see where it goes from here, especially with modding potential.

    Keep up the good work.

    #3707
    Dakkanor
    Member

    is there any chance you could give a basic rundown on the modding information?

    #4784
    Hazerithious
    Member

    I hear you say Cheat Engine is overboard, when it can’t even understand the game. 😛
    What I want to know is how does one use the console (Because when I try to open it, nothing happens) or edit a save file using some kind of notepad, or even where it is (the save file). I am very interested in this game and want to poke around a bit, maybe even make a few mods if I feel in the mood and get to know how to code some simple things.

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