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Vaughn “Drathy” Royko
KeymasterFirst ever fan art??? 🙂
Vaughn “Drathy” Royko
KeymasterThere’s no proper API or modding documentation as of yet, so it’s just mostly looking through the source to find em’ 🙂
Spawn monster can be used like:
spawnMonster("", player.x+1, player.y);
spawnMonster("giantrat", player.x+1, player.y);
spawnMonster("pirateghost", player.x+1, player.y, true);
The last parameter “true” forces the spawn, even if the monster shouldn’t normally be spawned in that location.
Vaughn “Drathy” Royko
KeymasterI wonder, has anybody actually crafted and successfully used the new “secret” item?
Vaughn “Drathy” Royko
KeymasterWill look into this, thanks!
Vaughn “Drathy” Royko
KeymasterNot sure what you mean by proper names, but you could do:
for (var i in npcs) { console.log(npcs[i].name); }
Otherwise, just:
console.log(npcs);
Should suffice.
Vaughn “Drathy” Royko
KeymasterHey there,
I can’t seem to reproduce this at all. Is it possible to send your save game file (using the Save/Load from File mod). Thanks!
Vaughn “Drathy” Royko
KeymasterHello there,
This is a known bug and it’s caused from equipping an empty container of some kind (quiver/backpack, etc.). Simply un-equip it, or load it with goodies and you’re back to fire starting!
Vaughn “Drathy” Royko
KeymasterI’ll just say, “possibly” 🙂
Vaughn “Drathy” Royko
KeymasterIn your browser console, you can type in
console.log(items);
to get a proper listing.Vaughn “Drathy” Royko
KeymasterHey there,
You shouldn’t of lost anything. Simply close the container and re-open it. If that doesn’t work, just close (save) and re-open/refresh the game. I’ll see about fixing this.
Right clicking the fire will tell you how healthy it is. You can also use “Stoke Fire” actions on items to add them to the fire’s strength, this will also tell you how healthy a fire is.
Vaughn “Drathy” Royko
Keymaster@Feckless Something like this is definitely in the works, but I’m first going to try combining ALL same items together in the inventory view, then on hover/click, you will see all the individual varieties. I’m not exactly 100% on the specifics, but something like this should be appearing relatively soon.
December 7, 2013 at 11:40 pm in reply to: [Beta 1.6 mod] Tweakward – a rebalance and tweak mod #4180Vaughn “Drathy” Royko
KeymasterYou work fast, updated!
Vaughn “Drathy” Royko
KeymasterUpdated!
November 23, 2013 at 12:44 pm in reply to: [Beta 1.6 mod] Tweakward – a rebalance and tweak mod #4130Vaughn “Drathy” Royko
KeymasterI have updated it on the mods page and also made you a Moderator on the forums so you can edit your posts for a longer period.
November 22, 2013 at 8:09 pm in reply to: [Beta 1.6 mod] Tweakward – a rebalance and tweak mod #4122Vaughn “Drathy” Royko
KeymasterVery nice work! I think you should basically join the dev team at this point, haha. Although I don’t agree 100% with the tweaks, there’s lots in here that will either be fixed in 1.6 or some future version. Your monkeyPatch solution is definitely interesting considering the state of the modding stuff in Wayward right now.
I have added both your mods to the repository. Great job!
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