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lol?
Any idea what it could be and how to fix it?
I'm not sure about the mob behaviour changes. I currently inject a behavior node into all of these mobs that should make them act like the hounds do (chase and kill). However, if you have any other mods which might alter a mob brain file, if it's loaded AFTER this mod, it will erase those changes and those mobs would be spawned as normal and their behaviour will be "target the player....for a bit....then do normal me things"
I'd take a look at what other mods you have running. I could change the priority of this one since it seems like it should be loaded last almost always.
replace
warning_speech = "ANNOUNCE_HOUND"
with
warning_speech = "ANNOUNCE_HOUNDS"
in the component/hounded.lua file.
Btw, did Klei (or you) change something about hound mob behaviour? It feels like they spawn very far away sometimes, and are also not as aggressive as before the most recent updates.
Wanted to announce the same problem as Mickmane here, "unknown string" announcements. I think I read somewhere else that this was a KLEI issue with the string locators, but maybe it's still fixable on mod's side? Would be great, thank you! :)
https://steamcommunity.com/sharedfiles/filedetails/?id=2788004421
I just got my char saying "Willow_announce_hound_unknown_string" or something like that. Did they change something in the recent update that messes with your mod?
I got hounds, spiders, beefalo set to come, probably goats and clockworks too (not sure), all not enhanced.
In the world settings I set fire hound waves to none (that's new that you can do that).
Btw, AstrayCuriosity, Enhanced means fire/ice monsters.
Horror hounds? Those birds from the moonstorm? Koalefants? Frogs? Splumonkeys? Pig Guards? Other clockwork monsters?
If it isn't too much work, I'd like a way to individually set whether they drop loot, or just whether they drop their respective meat (I just end up with too much of it, but I do want the hounds teeth...).
Great mod in any case! Thanks! :)
I would have to test single player vs DST to see. What is most likely is since I developed this for single player, I only tested it there and never tested it DST so spiders never worked with Webber :P
https://steamcommunity.com/sharedfiles/filedetails/?id=2601674496
:))
(Might have to do with playing Wurt?)
Maybe I'll have to make it another one of those mob specific overrides I have so many of. Currently the distraction timer is the same for all mobs.
Wouldn't take long to make it another entry in the table. Then I can tune it per mob. Make the slower moving ones have a longer timer, etc.
Not many, if any, of the super hound waves participants actually reach me now.
1) The game auto calculates the next hound wave attacks. This is based on your game settings for hound waves (none, little, often, escalating) or whatever they have for those settings.
2) What I do is roll a dice for a mob to be picked. This dice is rolled when the game would schedule the next wave.
3) The game checks the "age" of players on a server when it would spawn a wave. If the server is full of "new players" at the time of a wave, it will skip the next wave.
I'll have to try enabling ONLY skittersquid to see if I messed something up there. But as for never getting an attack, I would check your server settings maybe? You can use a console command to print out the next attack time
[code] print(TheWorld.componens.hounded:GetDebugString()) [/code]
That will tell you how many seconds until the next wave.
First I sat around for ages and never got an attack.
Then I disabled all creatures except skittersquids (which I think are really cool), then I checked the next planned wave. It said that squids couldn't be chosen because I wasn't in caves, except squids aren't from caves.
Hey, can you add rabbits? :)
What about the beefalo wave not getting distracted by spiders or frogs, and the spiders and frogs not caring about the beefalo hound wave running around their homes?
Oh, there was something else weird, something to do with wanting to turn off hound waves completely (I had ended up swimming in resources). How do I best do that when I have the mod enabled for a long time in that world?
Thanks for your speedy reply! :)
Walrus should only be able to be spawned in winter. It shouldn't ever try to spawn them in any other season.
Also yes, I do not ignore the elemental hounds for walrus since they always had ice hounds. But it certainly shouldn't have been fire hounds.
Perhaps you ONLY had walrus enabled? In this case, if I don't find a valid mob to roll, it will default to the base-game hound attack which would include the normal elemental chances.
Also, when I enabled Walrus party I got normal dogs (including fire in summer, ice in winter, despite setting it to No Enhanced), and no Walrus. Is that intended?
Thanks! :)
I keep getting fire and ice 'super' hounds despite setting them to no enhanced. What am I doing wrong? (Or understanding wrong?)
Making it music is possible, but as Mickmane points out, it might not be desired. I compromised by having the warning phrases change depending on the mob.