Conan Exiles

Conan Exiles

TDIRPAssets
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Update: Apr 19, 2023 @ 4:10am

New Tat, thanks crstlwholebunch
Fixed some backward greater/less than logic on damage to alchemy benches, meaning they will now only sometimes explode when hit, unless you hit them hard (booms).
Chances of accidental booms now depend on thrall tier if a thrall is in place.

Update: Apr 16, 2023 @ 3:46am

Found the spurious bench explosions, several issues.
Primarily, they could be set off by the "rolling" event, which was intended for bumping explosive jars.
Secondarily, several greater than or less than logic gates were backwards.
There are some added print statements in the bench logic which only show in devkit (doco says they show in output log, but they don't) to help identify issues, leading to the above fixes.
Damage should once again cause explosions, with chances of an event being dependent on how much damage is done. At the moment, I'm getting confusing results from that, but it no longer happens from punching or walking past.
(remembering to rebuild after latest changes and re-uploading)

Update: Apr 16, 2023 @ 3:40am

Found the spurious bench explosions, several issues.
Primarily, they could be set off by the "rolling" event, which was intended for bumping explosive jars.
Secondarily, several greater than or less than logic gates were backwards.
There are some added print statements in the bench logic which only show in devkit (doco says they show in output log, but they don't) to help identify issues, leading to the above fixes.
Dmagae should once again cause explosions, with chances of an event being dependent on how much damage is done. At the moment, I'm getting confusing results from that, but it no longer happens from punching or walking past.

Update: Apr 15, 2023 @ 3:56am

Adding some catfolk warpaints, admin spawn only, for use in race selections.
Breaking link between damage and explosions for the two alchemy benches that can currently explode. It should now only occur during crafting, when the benches have nitrates

Update: Apr 13, 2023 @ 2:44am

incorporating DD's accessory API primarily to not conflict with their slot locations, and to investigate "restraints" in relation to stumps etc.
This is a backend change and no new items or functionality involved. The quiped location of some accessory items will change on the next time they are equiped, again, primarily so as to not overlap with accessories from DD mod.
Attempting to add some logging to bench explosion events and require "damage" to exceed nothing

Update: Apr 10, 2023 @ 3:54am

Adding new tattoo warpaint - thanks Tuka
Adding a Bunny Tail item as a slgihtly late passover type thing.

Update: Apr 9, 2023 @ 6:18pm

Adding new tattoo warpaint - thanks Tuka

Update: Apr 3, 2023 @ 3:51pm

Fixed 1 typo
Added a new "helm" and changed the name of the existing single item Khitai Armour feat to "Hats and Helms" and added the new item to it.

Update: Apr 1, 2023 @ 3:58am

much tidy up and adjusting blueprints for the 2 exploding benches.. Checks and such that existed for exploding on crafting have been added into the chaces of exploding from bench damage.
The spurious flame was the left over flame that lingers after and explosion. The visuals for the explosion should have been children of the "Destructable" item, but the visibility wasn't following for children, just the parent item. So the flame etc was always there. In the end I fixed that by just turning off and on the various effects, instead of relying on the child/parent arrangement.
Fixed the benches only being removed at the tidy up stage after all explosive after effects are done.
Working on, but not quite achieving, making the leacher/crystalizer running flame to follow whether it's running or not.

Update: Mar 31, 2023 @ 3:56am

Removed the forgotten extra flame on the mixing bench.
Adjusted timers and damagae fall-off on the packed explosive jar.