Dough_boy

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About Dough_boy

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  1. Here you go. All drakes are showing in the console with the same I posted above. I changed 43 to 42 in a attempt to fix the issue, it did not have any change.
  2. Nocturne 4k Modded 60k Critters 5x skill, 5x action, Dedicated Hosting, 24/7 uptime. Hota is located southeast on the large sand area. Glim and Addy are spawned in with normal ore generation; lots of ore types but still around 87% rock, that may not seem like much but there is a ton of ore. Rift creatures and items are spawned globally around the map, randomly. Map http://redirect.pingperfecthosting.com/198716/mapviewer/ Discord https://discord.gg/4ks975 Mods - settings included Add Kingdom Items Mod Announcer Armory Bag of Holding Better Combat Logs Boat Mod Bounty Mod Bulk Mod Creature Age Mod Crop Mod Dig Like Mining Drake Mod Harvest Helper Hitch Limits Off Spring Names Mark and Recall Meditate Mod Move Mod Poll Spawner Mod Move to Center Mod Sacrifice Mod Salve Mod Server Tweaks Mod Spell Craft Mod Spell Mod Starter Gear Mod Survival Mod Tax Mod Taxidermy Mod Timed Pay Mod
  3. The Drakes keep doing this ever since removing sentinel from the file.
  4. The wind was loud when I added it in years ago, I had plans on making it very low where you could hear it but like a light breeze. I didn't get a chance to do that but I've begun doing work on my own pack for WU to add sounds for seals instead of the hissing sound for the snake etc etc. If it's something people want done I may take some free time to update my personal pack and then send it to Rolf with all the proper mappings so that he only has to drag and drop. I don't plan on replacing any creature sounds or anything really but I really want to just re-work ambient sounds that need volume adjusting or complete replacements to something less irritating, basically I want to do something where I'm less rushed and can take my time with it. The way you have to add sounds to the game is very time consuming on what Rolf is using to play them, I think most ambient sounds took 6 total sound clips just for one ambient sound to work properly to where you were not hearing a howl or hoot every few seconds, so I had to add a bunch of dead space between these to space them out so they played occasionally than how gurubear had them playing every few seconds. Wind is part of ambient sounds as it was added to rock, sand, etc etc by me to the actual ambient sounds not separate as it wasn't functioning properly when I was doing sound development work. So in order to add ambiance to the sounds I added wind and as I've already said it was probably a little high on volume and it was something I wanted to reduce in volume to a very light level than the ear shattering rock wind or steppe.