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Vaughn “Drathy” RoykoKeymaster
You likely need the sextant. You can get it from house spawns (will need to travel to new islands), cave/treasure chests, and high/low creature loot.
Vaughn “Drathy” RoykoKeymasterHey there,
Just noticed this post again after all this time. Just wanted to note that I tried to email you some information on this awhile ago. I didn’t get a response, so in some off-chance that you see this, please shoot me an email (contact@unlok.ca) or respond here with a new email to contact you at.
Vaughn “Drathy” RoykoKeymasterGreat work on this! I’ll send you a present when we release the upcoming update on the Steam version 🙂
Vaughn “Drathy” RoykoKeymasterVery cool! I’ll try it out later!
Could you give me a couple sentences (or more) on what you want to say about the mod? I’ll post it on the free mod section.
Vaughn “Drathy” RoykoKeymasterI can take a look at the amber issue for you. You can use a service like: http://pastebin.com/ to share your mod.
Vaughn “Drathy” RoykoKeymasterYou can simply navigate to those files online, like so:
http://unlok.ca/wayward/js/items.js
http://unlok.ca/wayward/js/monsters.jsEtc.
Vaughn “Drathy” RoykoKeymasterDepends on the version you are talking about, but in 2.x:
- x1 Tanned Leather
- x2 String
- x1 Needle
Vaughn “Drathy” RoykoKeymasterCan confirm this issue. Will be fixed up in 2.0.2!
Vaughn “Drathy” RoykoKeymasterReally enjoyable journal you got here! Fun stuff.
Vaughn “Drathy” RoykoKeymasterChickens will hatch from eggs left on the ground (1.9.2/2.0).
Vaughn “Drathy” RoykoKeymasterHello Neoh,
This is a bug in 1.9.2. It is usually solved by restarting the game.
Vaughn “Drathy” RoykoKeymasterSorry, I forgot in 1.9.2 there is a very rare chance for monsters to naturally die as well. This would explain what you have seen.
Vaughn “Drathy” RoykoKeymasterFabric (Group) x3 (Consumed)
String x3 (Consumed)
Needle-like (Group) x1Vaughn “Drathy” RoykoKeymasterIt is indeed random. The game will cull creatures randomly that are out of sight. This is not the best system currently, but it’s just to try to keep the monster numbers at a decent level throughout your playthrough.
They don’t die, they are just “gone”.
Eventually, once in-fighting is in, we probably will remove this system and just lock/cap the monster limit. Let me know if you have any other ideas.
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