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My only complaint (that isn't answered by the configuration options) is that they provide a considerable amount of the normally tricky-to-get nightmare fuel. I'm all for having an alternate source of the stuff, but just one night (I got murdered on the second night) provided like, 14 stacks of the stuff.
Another option which would be really cool, is to have an option for them to instead replace the shadow monster spawns in the Ruins during the peak of the nightmare cycle, since that has a similar set-up of shadow creatures appearing and dropping a bunch of nightmare fuel, but would be more managable.
Either way, I like it overall despite my bad first impression.
As I never played DST I can't tell if that was normal or not.
if GLOBAL.IsDLCInstalled(GLOBAL.CAPY_DLC) and GLOBAL.IsDLCEnabled(GLOBAL.CAPY_DLC) then
AddPrefabPostInit("shipwrecked",SWComponents)
else
AddPrefabPostInit("forest",ROGComponents)
end
If you change it to:
if GLOBAL.IsDLCInstalled(GLOBAL.CAPY_DLC) and GLOBAL.IsDLCEnabled(GLOBAL.CAPY_DLC) then
AddPrefabPostInit("shipwrecked",SWComponents)
AddPrefabPostInit("forest",ROGComponents)
else
AddPrefabPostInit("forest",ROGComponents)
end
Then the mod works! But i'm not sure is this cause any other issue
The Toadstool mod have the same problem i believe
But they appear on a SW world