Onsdag

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About Onsdag

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  1. I don't know if you saw my previous post in this thread, but I would like to get your input on this idea for expanding the functionality of your wonderful mod. ^^^
  2. I understood you, and I do think it's a good idea so that people will bury their corpses in order to receive the bounty. I just wasn't sure if you (or your players) were familiar with this option. For me, every little bit of coin helps and so that alone is enough incentive to sell my corpses. It's just too bad I can't go back and dig up all the corpses I've buried before I learned about the selling feature. ;-)
  3. You don't have to bury the corpses - you can sell them to settlement tokens instead. Activate the corpse in your inventory (double click so it highlights green), right click on the settlement token and select "sell." It took me the longest time to figure this out and it gives you a bit of extra coin in addition to the bounty mod. :-)
  4. I don't know of any tool/program that will allow you to do this. However, what can work, to some degree, is making a backup of certain .map files, and then go ahead and make your changes in whatever program you use to create your world (I happen to use Worldpainter & converter), copy those newly generated files to your game world folder, and finally copy whatever backup .map files you want to keep back into your game world folder overwriting those files. There should be five .map files: flags.map (I'm not sure what this one does) map_cave.map (this one stores cave and tunnel information, such as what tiles are rock or ores, which have been mined out, where the mine entrances are, and, I would imagine, what buildings have been built underground such as forges) resources.map (this one goes hand in hand with the map_cave.map and stores information on how many resources are left in each tile of underground rock/ore) rock_layer.map (I'm not positive, but I'm pretty sure this one stores information on the height of the rock/dirt layer in the overworld - i.e. how far down you have to dig through the dirt layer to get to the rock layer) top_layer.map (I believe this one stores all the information concerning the top layer of your map - such as buildings, farms, roads, trees, etc.) Knowing this you can then use a program to make changes to your map/world, copy the newly generated .map files over, and then use your backup files to copy and overwrite whatever things you want to keep. For example if you want to keep your mines, caves, and tunnels then you'll want to use your backups of both map_cave.map and resources.map instead of the newly generated ones. If you want to keep your buildings then it's the top_layer.map that you'll use. Depending on what exactly the changes you're wanting to make to your map you may or may not be able to keep certain things. I'd just play around with the .map files, making absolutely sure you keep a backup of all your original files, and see what works for you and what doesn't.
  5. I've been running both mods without any (at least noticeable) issues.
  6. Better digging.... better resource management...? Hi bdew, I'm loving your mods - thanks! A couple quick questions/requests. How feasible would it be to extend the functionality of your Better Digging mod to include other resources, and to allow better resource management in general while crafting? What I'm thinking of is 1) allowing chopped trees/logs, mined rocks/ores, and foraged/botanized/harvested resources to go directly into a vehicle/container as is currently implemented for digging, 2) allow crafted materials (e.g. sawing logs into planks) to go directly into a vehicle/container instead of the players' inventory, and 3) allow certain (or all) crafting resources to be dragged directly from a vehicle/container into the crafting window, rather than from the vehicle/container into the player's inventory first and then from there into the crafting window. In particular these features would be especially helpful when working on large projects that require an absolute ton of resources (guard towers, boats, etc.) as it would save a tremendous amount of hassle from constantly having to drag and drop resources back and forth between inventories. Imagine being able to chop a tree down and having the tree/logs go directly into the vehicle, sawing the logs into planks directly from/into the vehicle, and then using the planks (again directly from the vehicle) to continue building your project. As it stands currently I have to fell trees, chop them into logs, pick them up, transfer them from my inventory into a vehicle (or a container within the vehicle), transport them to base, back into my inventory (small stacks at a time) to craft into planks, back into the vehicle/containers for storage, repeating as often as necessary until all the logs are completed, then over to the construction site to continue building the project by taking the planks out of the vehicle into my inventory (again, small stacks at a time) and then placing them from there into the crafting window, repeating again as often as necessary until the vehicle is out of planks.
  7. Thanks for looking into it. If it helps any, I went back and systematically reinstalled each of the older versions of WorldPainter until I was able to export the map. Version 2.2.3 is the last version that works, and it seems the transition between version 2.2.3 and 2.2.4 is when things changed (coding algorithms, new blocks added?) significantly enough in WorldPainter to necessitate an update for the exporter.
  8. Can we get an update please? The converter keeps crashing when trying to export a .world file made using the latest WorldPainter program (version 2.2.6). Thanks!
  9. It sounds like some of the maps you already have, just want redone? Am I right to assume you want new maps made from scratch as well? You have 16 clusters, but only 3 active maps - does that mean you need 13 new maps and 1-3 recreated ones? I wouldn't consider myself a pro, by any means, but I did enjoy making my Lufia map and several people seemed to like it well enough. I may be interested in trying my hand at a few more maps. I guess shoot me a pm and let me know more of what you had in mind and I'll see what I can do to help out.
  10. Thanks everyone - glad you're enjoying it! The ingame map is, I believe, an image of an actual paper map that came included with one of the original games. I had to edit the image to remove the various annotations, but felt it was well worth it because it is indeed a beautiful and fitting map to include in the game. Thanks again! Implementing the Ancient Cave would indeed be amazing! Unfortunately, I do not see any feasible way this could be done as it is well beyond my skills, let alone the game mechanics.
  11. Can we get an update to this mod to allow items to heat up in campfires, furnaces, etc.?
  12. Thanks! That's pretty high praise coming from you who created the beautiful World of Brittania!
  13. There appears to be a conflict with the Actions Timer Fix mod and the JPWM Offspring Names mod as I can't have both running simultaneously. They play nice with every other mod in my list, but I can only have one or the other activated or the Mod Launcher will crash. I'm pretty sure the problem lies primarily with the Offspring Names mod as other people have mentioned this problem there as well, but in the hopes that you might be able to find and resolve any possible conflict on this end with the Action Timers Fix then I'm posting here as well. Thanks!
  14. Please provide an update or fix. As some of the previous posters mentioned the latest versions (both 1.1 and 1.1.1) of this mod cause the Modloader GUI to crash when other mods are enabled with this one. I have narrowed the problem down to an apparent conflict between this mod and the Timer Fix mod as I can only have one or the other enabled at a time. Both mods play nice with every other mod I have enabled but as soon as I enable both at the same time I get the crash. The old version of this mod (1.0) does work with the Timer Fix mod enabled, but not any of the newer ones. I'm not familiar with modding for this game so I don't know what the problem is or why there is a conflict between these two mods, but it is there nonetheless. Please look into this issue as I would love to play with this mod. Thanks!