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December 12, 2013 at 7:51 pm in reply to: [Beta 1.6 mod] Tweakward – a rebalance and tweak mod #4224
Grom PE
ModeratorWhoops, I made a mistake causing grown plants to disappear. Fixed it in a small update.
Grom PE
ModeratorThink of doors as they’re getting automatically opened and closed as you walk through them.
Grom PE
ModeratorSome item names are incorrect, that’s why you’re getting errors.
December 7, 2013 at 10:43 pm in reply to: [Beta 1.6 mod] Tweakward – a rebalance and tweak mod #4178Grom PE
ModeratorThere, updated to work with Wayward Beta 1.6, along with some new additions and small fixes!
December 7, 2013 at 12:43 pm in reply to: [Beta 1.6 mod] Tweakward – a rebalance and tweak mod #4176Grom PE
ModeratorJamesIII, it’s possible to hook movement function and item collection function.
But first you need to define what constitutes a specific area, if it needs coordinate check or something else.
Also if you want to add a new item – that’s currently inconvenient to do (game needs to load mods before the game starts) and I haven’t looked into it yet.
Grom PE
ModeratorAnd now that it saves milestones in all cases, the mod is fully compatible with 1.6.
Funny that the link still says 1.5, probably I shouldn’t specify the version when I create new topics from now on.
Grom PE
ModeratorWhile waiting for 1.6, decided to push a new mod update with quite a few changes. =)
Grom PE
ModeratorI found out that calling saveGame() is what makes the game unstable and when called after prolonged play throws many errors.
Uploaded a fix for that, now calling saveGame(true).
November 23, 2013 at 12:52 pm in reply to: [Beta 1.6 mod] Tweakward – a rebalance and tweak mod #4131Grom PE
ModeratorOh my! I feel responsible now. Thanks!
November 23, 2013 at 10:35 am in reply to: [Beta 1.6 mod] Tweakward – a rebalance and tweak mod #4129Grom PE
ModeratorSomehow I lost the ability to edit my own posts, so…
Here we go, I updated the mod and made it compatible with minified, online version of Wayward 1.5.
It was a fun challenge.You can update it on the site too!
November 23, 2013 at 6:06 am in reply to: [Beta 1.6 mod] Tweakward – a rebalance and tweak mod #4127Grom PE
ModeratorI just realized… this mod won’t work on the online version because its script is minified. *facepalm*
I could either try to load non-minified scripts as the mod loads and try to reload the game without reloading the page, or adjust the patcher to minified code.
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This reply was modified 11 years, 3 months ago by
Grom PE.
November 23, 2013 at 1:08 am in reply to: [Beta 1.6 mod] Tweakward – a rebalance and tweak mod #4125Grom PE
ModeratorThanks! There’s a good chance for the mod to get adjusted as I go – I found the game less than a week ago and haven’t finished playing it yet. =)
What are some of questionable changes, you think?
November 22, 2013 at 3:09 pm in reply to: [Beta 1.6 mod] Tweakward – a rebalance and tweak mod #4121Grom PE
ModeratorWater no longer reduces hunger because it was absolutely weird to see “You are overeating!” when drinking, and also to prevent surviving solely on water, forcing you to go out and find any kind of food.
Grom PE
ModeratorAh, of course, death removes player data and new game loads crafting only if player data exists.
As a workaround, start a new game after dying and quit only then.
Grom PE
ModeratorSame here, was hoping to reload last saved game by quitting immediately after dying – didn’t work, plus crafting and already showed hints got forgotten.
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