Code Monkey home page Code Monkey logo

brightnights-structured-kenan-modpack's Introduction

BrightNights-Structured-Kenan-Modpack

Kenan's personal structured modpack (IMPORTANT TO READ Modpack INSTALLATION Guide, try to NOT enable ALL mods at the same time unless you really want to play with all mods) for LATEST Cataclysm - Bright Nights versions by Coolcthulhu: https://github.com/cataclysmbnteam/Cataclysm-BN/

original modpack creator is Chromosome Kun! - without his help, this would not exist

IF YOU ARE EXPERIENCING ANY BUGS OR ERRORS - EITHER THE FIXES WILL BE RELEASED SOON-ISH OR THE MOD IS WIP

Modpack INSTALLATION Guide

1. Download and install latest release of Cataclysm fork by Coolcthulhu/BroadFlatNails - Bright Nights

2. Download current modpack by clicking Code - Download ZIP, or clicking here

3. Unpack contents of the downloaded .zip archive into new folder; results should be looking like this

4. Copy mods that you want to play with (try to NOT enable ALL mods at the same time unless you really want to play with all mods) from these folders that are specified here (BrightNights-Structured-Kenan-Modpack/Kenan-BrightNights-Structured-Modpack/High-Maintenance-Huge-Mods ALONG WITH BrightNights-Structured-Kenan-Modpack/Kenan-BrightNights-Structured-Modpack/Medium-Maintenance-Small-Mods) and paste them into cdda/data/mods directory as shown in the picture

5. Overwrite and replace all of the files if you get a prompt

6. Enjoy the mods!

Modpack UPDATE Guide

  1. Remove certain non-mainlined mods if you are experiencing any conflicts with them
  2. Repeat all steps from the INSTALLATION guide
  3. You're all set!

FAQ:

  • Q: Why should I remove manually some specific non-mainlined mods when updating?

    • A: Because sometimes some mod files become obsolete and no longer used, so you won't need them inside your mods folder anymore, so for dealing with these problems you need to delete the mod and fully reinstall it.
  • Q: After updating my save file no longer loading!

    • A: It is rare, but will happen when some mod that've been used in your save has new ID and/or name, or you're trying to load the mod that is no longer used/merged with other one. You can fix it by reading debug.log to view what's mod should be changed, then go to cdda\save\world_name\mods.json and replace target mod ID with the new one, or delete it's entry from this file if there is no replacement. Also, you can read latest commits to see what is happening, if you want

Example commit of mod ID change: c72f700f2fe35e2e5bd32995917746b47edb428e

Example commit of mod removal: 603464b7d4ee27430b84f3625cc4644f4510fb53

  • Q: I have some other issues to report!
    • A: Feel free to submit your issue into the issues tab.

Links to the legendary tileset by SomeDeadGuy

Legendary UndeadPeople tileset by SomeDeadGuy, while Theawesomeboophis is it's current maintainer: https://github.com/Theawesomeboophis/UndeadPeopleTileset

Links to other cool stuff

  1. My HUGE and AWESOME BL9 mod: https://github.com/Kenan2000/BL9 (included in this modpack)
  2. Updated and even more awesome Otopack soundpack maintained by me: https://github.com/Kenan2000/Otopack-Mods-Updates
  3. CO.AG MusicPack Redux: https://discourse.cataclysmdda.org/t/musicpack-co-ag-musicpack-redux-11-dec-2019/18992

Link to my CDDA/Bright Nights modding server

https://discord.gg/sg5cM89Veb

brightnights-structured-kenan-modpack's People

Contributors

adevald avatar anonymous2ch avatar aquilospiritus avatar ariamoradi avatar budgetcommander avatar chainicheck avatar drpariah avatar fl0rent-c avatar ignaramico avatar karnadit avatar kenan2000 avatar kheirferrum avatar leocottret avatar moonlitriverlight avatar noblejake avatar qrrk avatar szq1 avatar theawesomeboophis avatar therafters avatar unrepentant-atheist avatar vorpal-void avatar zlorthishen avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

brightnights-structured-kenan-modpack's Issues

Overrun scenario not working

I just had the same issue as I had before, but with the Overrun scenario (no such building found within 3 overmaps).

Secronom Reverting Intake Changes - Cattle/Other Creatures Not Remaining Tamed

ISSUE: Cattle in the base game (and mod added creatures that take Cattle Fodder to tame) normally take one Cattle Fodder to tame. You can thereafter interact with the tamed animal at will (Play with it, armor it, milk a cow, etc.). Something in Secronom is causing this to break. Cows are a good 'core' example, as they are not remaining tamed once the initial Cattle Fodder has been applied.

NOTE: This seems to revert fix under https://github.com/cataclysmbnteam/Cataclysm-BN/issues/174

STEPS TO REPRODUCE:

  1. Create a new world, vanilla.
  2. Debug spawn at least 2 Cattle Fodder and a Cow.
  3. Tame Cow with Cattle Fodder.
  4. Interact with Cow, then take one step away and attempt to interact again. This should bring up the interaction menu both times.
  5. Create a new world using Secronom from the BN Mod Pack.
  6. Repeat Steps 2 & 3 above
  7. Interact with Cow, then take a step away and attempt to interact again - this should result in the action simply (E)xamining the square the now-friendly Cow is in.
  8. Use another Cattle Fodder on Cow, interaction menu available again.
  9. If you repeat the step away and attempt to interact process, you should get the same result as above.

VERSIONS:
BN Version a40a4de (haven't updated to current release yet)
BN Modpack version release on 6/19/21 (also need to update to current version)

Contacting mod authours

Is there any way for me to contact a mod authour? I'd like to make some description touchups for Advanced Technology, but I want them to approved by the mod authour themselves.

Errors or mod conflicts?

Hello, I downloaded the modpack and for testing sake I enabled around most of the mods, so far these are the (non-documented) errors

01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32

Below is the list of mods I ran the test with
[
"dda",
"PK_REBALANCE",
"BL9_100monres",
"secronom",
"aftershock",
"magiclysm",
"mutant_npcs",
"psychiclysm",
"realdarkskies",
"realdarkskies_faction_balance",
"Cata++",
"crt_expansion",
"Arcana",
"underrailmetro_mod",
"Nechronica_Redux",
"elevated_bridges",
"a_mutated_arsenal",
"adv_gear",
"advtech",
"anti_fungal_gears",
"ArmUpSurvEx",
"Tolerate_This",
"bio_recipes",
"bioco",
"CBM_Arms",
"SD_Magcrafting",
"craftgp",
"culinary_days_ahead",
"FIC_Weapons",
"dried_fruits",
"ExArch",
"Uekibati_mod",
"growable-pots",
"Gourmand'sGraces",
"homemade_fungicide",
"eps_cbm",
"Make_a_Lot_of_Items_Mod",
"makeshift",
"metal_elemental",
"More tea leaf",
"More_Armors",
"makeshift_stuff",
"nw_pack",
"pipe_revolver_mod",
"Pix's Shit",
"pneumo_fun",
"pressure_weapon",
"blazemod",
"deoxymod",
"shrub_mod",
"CIVILIANPOWAAA",
"vorpal_weapons",
"MST_Extra",
"collectablemod",
"WildLiving",
"XEAS",
"DinoMod",
"Bug's life",
"crazy_labs",
"DracoDogMod",
"DracoPigMod",
"modular_turrets_no_blacklist",
"Salvaged_Robots",
"mutant_animals",
"mutant_insects",
"World_on_fire",
"Youkai_Disco",
"MMA",
"MMA_Mods_Extension",
"ks_variety_pack",
"even_more_mutations",
"hydroponics",
"jury_rigged_robots",
"Merchant",
"Mining_Mod",
"more_survivor_stuff",
"mug_NPCs",
"recruitment_options",
"add_mutant",
"wandering_masters",
"basement_extension",
"Animatronic_monsters",
"trailerpark",
"water_towers",
"whaleys_tallbuild",
"more_locations",
"ZSFIXED_cddaxp",
"necro_find",
"manualbionicinstall",
"fuji_mpp",
"no_npc_food",
"vamp_stuff",
"vamp_stuff+arcana",
"necromancy",
"magicrevamp",
"demon_spider_a",
"Arcana_aftershock_Patch",
"Arcana_Cata++_Patch",
"Arcana_Dinomod_Patch",
"Arcana_Magiclysm_Patch",
"sarcophagi_access"

A million apologies for both the rain of errors I'm throwing at you and my overall idiocy when it comes to modding

Duplicate Entry in Real Dark Skies Above

Error: Json error: data/mods/Real_Dark_Skies_Above/overmap/racing_tower_mapgen.json:287:17: duplicate entry in json object

liquids": { "T": { "liquid": "water_sewage", "amount": [ 1, 25 ] }, "t": { "liquid": "water_sewage", "amount": [ 2, 5 ] } },
"furniture": { "V": "f_vending_o", "T": "f_standing_tank", "Y": "f_washer", "y": "f_dryer" },
"terrain":
^
{ "N": "t_machinery_heavy", "n": "t_machinery_light" },
"place_nested": [
{ "chunks": [ "racing_tower_4x4_store" ], "x": 3, "y": 7 },
Edit: it looks like this is likely an issue with his new update

Сircular dependency in nocts_cata_mod_BN

ERROR : src/init.cpp:142 [void DynamicDataLoader::load_deferred(DynamicDataLoader::deferred_json&)] JSON contains circular dependency.  Discarded 1 objects:
{
    "id": "stealth_cloak_f",
    "copy-from": "acs_74_stealth_cloak_off",
    "type": "TOOL_ARMOR",
    "name": "ACS-74 stealth cloak"
  },

https://github.com/Noctifer-de-Mortem/nocts_cata_mod/tree/master/nocts_cata_mod_BN

Loading BN and only Cataclysm++ in the mod list. Random character generation in newly created world. It abrupt chargen and returns to the main menu.

It seems like there should be no Legacy.json file at all; perhaps wrong mod package (for DDA, not BN)?
Removing folder from current mod pack and replacing it from BN version from the link above fixed it.

Also, for some reason it produces

src/item_action.cpp:221 [void item_action_generator::check_consistency() const] Item action "repair_myomer" isn't known to the game. Check item action definitions in JSON.

Which is seems like missing dependency on CBMArms mod; adding it to the mod list removes error pop up.

PKs Rebalancing .410 ammo issues

There are no recipes for .410 shots, you can't craft or disassembly them despite they are simpler version of regular 12 gauge stuff.
But more than that, all of the .410 ammo in this mod defines it's own .410 empty casing there is already defined ammo of that type in the base game, 410shot.json

Mod files are defining more types of that caliber, so before adding recipes mentioned above it would be wise to check consistency of stats with the base game.

Targeted Mutations crash (Full Nightvision serum)

Noticed that the night vision and infrared vision serums were having no effect in my game. So I made a test world with only Targeted mutations in it and got a crash every time I tried to inject those serums.

Magiclysm revamp addition

Seem to be having a problem trying to get this mod to run along side magiclysm.

I get this as a debug log when trying to run it, a bunch of invalid attack effects; should I go back to a previous version to run this mod?

12:48:13.889 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell acid_bite has invalid effect attack
12:48:14.263 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell dragon_bite has invalid effect attack
12:48:14.617 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell dragon_shell_retaliation_black has invalid effect attack
12:48:14.865 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell dragon_terror has invalid effect attack
12:48:15.368 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell dragon_boost has invalid effect attack
12:48:15.399 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell health_recovery has invalid effect attack
12:48:15.445 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell dragon_spit_acid has invalid effect attack
12:48:15.476 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell dragon_breath_acid has invalid effect attack
12:48:15.507 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell dragon_breath_black has invalid effect attack
12:48:15.554 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell spy_wasp has invalid effect attack
12:48:15.570 ERROR DEBUGMSG : src/generic_factory.h:467 [int_id generic_factory::convert(const string_id&, const int_id&) const [with T = field_type]] invalid field types id "fd_clairvoyant"
12:48:15.603 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell nitro_boost has invalid effect dash
12:48:15.633 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell biotek_healing has invalid effect attack
12:48:15.665 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell banishment_greater has invalid effect banishment
12:48:15.698 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell auroral_wave has invalid effect attack
12:48:15.728 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell auroral_wave_cold has invalid effect attack
12:48:15.777 ERROR DEBUGMSG : src/magic.cpp:258 [void spell_type::load(const JsonObject&, const string&)] ERROR: spell immolate has invalid effect attack
12:48:15.806 ERROR DEBUGMSG : src/main_menu.cpp:1152 [bool main_menu::load_character_tab(bool)] Error: Json error: data/mods/MagicRevampAdditions/Spells_Override/attunements/Cleansing_Flame.json:38:71: invalid flags: "IGNITE_FLAMMABLE"

ntal heat wipes the slate clean, searing the Earth back to her most original state: a barren ball of burning rock.",
"valid_targets": [ "ally", "hostile", "ground" ],
"flags": [ "SOMATIC", "VERBAL", "NO_LEGS", "LOUD", "CONCENTRATE", "
^
IGNITE_FLAMMABLE", "MUST_HAVE_CLASS_TO_LEARN" ],
"effect": "attack",
"shape": "blast",
Edit: Seems going back to the previous version fixed everything for me, but this was the debug log on the newest experimental version at the time for my case.

Invalid effect type id controlled

invalid effect type id controlled
08:24:46.727 ERROR DEBUGMSG : src/effect.cpp:53 [const T& string_id::obj() const [with T = effect_type]] invalid effect type id controlled
08:24:47.351 ERROR DEBUGMSG : src/effect.cpp:53 [const T& string_id::obj() const [with T = effect_type]] invalid effect type id controlled
08:24:49.829 ERROR DEBUGMSG : src/effect.cpp:53 [const T& string_id::obj() const [with T = effect_type]] invalid effect type id controlled
08:24:50.726 ERROR DEBUGMSG : src/creature.cpp:982 [virtual void Creature::add_effect(const efftype_id&, const time_duration&, const bodypart_str_id&, int, bool, bool)] Invalid effect, ID:
08:24:50.893 ERROR DEBUGMSG : src/effect.cpp:53 [const T& string_id::obj() const [with T = effect_type]] invalid effect type id controlled
08:24:51.029 ERROR DEBUGMSG : src/creature.cpp:982 [virtual void Creature::add_effect(const efftype_id&, const time_duration&, const bodypart_str_id&, int, bool, bool)] Invalid effect, ID:
08:24:51.470 ERROR DEBUGMSG : src/effect.cpp:53 [const T& string_id::obj() const [with T = effect_type]] invalid effect type id controlled

This appears to happen rarely during mapgen, no idea how to tell which mod is causing this

[wild living] Minor Recipe Inconsistency between potting trees

The recipe for potting the apple tree is not in line with the rest. For reference:
image
image
All other potted tree recipes are essentially identical to the pear recipe (save for the actual fruit, of course). Apple trees also take 1 soil and take 20 minutes to pot, while the rest take a bit under 2 minutes and don't take any soil.

Either side should probably be brought in line with the other.

For reference:

  • OS: Windows
    • OS Version: 10.0 2009
  • Game Version: 5d36160 [64-bit]
  • Graphics Version: Tiles
  • Game Language: []
  • Mods loaded: [
    Bright Nights [dda],
    Disable NPC Needs [no_npc_food],
    Elevated bridges [elevated_bridges],
    Aftershock [aftershock],
    Magiclysm [magiclysm],
    Advanced Gear [adv_gear],
    Armor Up! Survivor Expansion [ArmUpSurvEx],
    Arsenal Breach [arsenal_breach],
    Artyoms' Gun Emporium - Reloaded [Arts' Guns],
    Bens GF recipes* [Tolerate_This__],
    BioCo Content [bioco],
    Bionic Space Expander [Bionic_Space_Expander],
    Bionics Systems Recipes [bio_recipes],
    CBM Equipment [CBM_Arms],
    Craft Ammo Mags & Belt Links [SD_Magcrafting],
    Craftable Gun Pack [craftgp],
    Culinary Days Ahead [culinary_days_ahead],
    DeadLeaves' Fictional Guns* [FIC_Weapons__],
    Dried Fruits [dried_fruits],
    Expanded Archery [ExArch],
    Gourmand's Graces [Gourmand'sGraces],
    Icecoon's Arsenal* [ew_pack__],
    Kingsman Umbrella [kingsman],
    Large capacity storage CBMs [eps_cbm],
    Makeshift Items Mod* [makeshift__],
    Metal materials [metal_elemental],
    MOD to grow tea leaves [More tea leaf],
    More Armors [More_Armors],
    More Makeshift Stuff [makeshift_stuff],
    Nimian Manufacture Guns [NM_wpns],
    Pipe Revolver Rifles [pipe_revolver_mod],
    Pixel's Various Fuckery [Pix's Shit],
    Pressure Weapons [pressure_weapon],
    Ricky's Future Armory [futurearmory],
    Rivtech Beam Swords [beamswordmod],
    Survivor's Lost item [Survivors_Lost_item],
    Survivor crowbar [surv_crowbar],
    The Vermilion Mod [VermilionMod],
    Thermal Electric UPS [thermal_ups],
    Wild Living [WildLiving],
    Bug's life [Bug's life],
    Draco's Pig Mod [DracoPigMod],
    Modular Turrets with No Blacklist [modular_turrets_no_blacklist],
    Mutant Insects [mutant_insects],
    Salvaged Robots* [Salvaged_Robots__],
    Crazy Labs [crazy_labs],
    Mythical Martial Arts [MMA],
    <color_yellow>Mythical Martial Arts - Mods Extension [MMA_Mods_Extension],
    Alternative Map Key [alt_map_key],
    CDDA Variety Pack [ks_variety_pack],
    Hydroponics* [hydroponics__],
    Crazy Pets! [crazypets],
    Jury-Rigged Robots [jury_rigged_robots],
    More Survivor Stuff [more_survivor_stuff],
    Mutant NPCs* [mutant_npcs__],
    Wandering Masters [wandering_masters],
    Alternative Basement Layouts [basement_extension],
    Caches [P_Caches],
    Oa's Early Game Mutations mod [oa_early_game_mutations_mod],
    Water Towers [water_towers],
    Folding Parts pack* [deoxymod__],
    Magiclysm Revamp and Additions [magicrevamp],
    Miscellaneous Magiclysm Expansions [demon_spider_a],
    Pneumatic fun [pneumo_fun],
    Blazemod - Vehicle Additions Pack* [blazemod__],
    No Explosive Zombies [No_Explosive_Zombies],
    Autodoc Harmless and Perfect [autodoc_harmless_perfect],
    Fuji's Military Profession Pack [fuji_mpp],
    Gunslinger Mod [MkMaxxi's Gunslinger Mod],
    Manual Bionic Installation [manualbionicinstall],
    Necropolis Actually Findable [necro_find],
    Targeted Mutations [TaMu],
    Stats Through Kills [stats_through_kills],
    Stats Through Skills [StatsThroughSkills],
    ZSFIXED_C:DDA Extra Professions & Gears [ZSFIXED_cddaxp],
    Draco's Dog Mod [DracoDogMod],
    No Fungal Monsters [No_Fungi],
    Simplified Nutrition [novitamins]
    ]

Errors #2

The multitude of errors from my previous post have been fixed, however some new ones appeared
01
02
03
04
05

Same loadout from last post + secronom lore

UPDATE
missed one
06

Overheating causes you to starve to death

I'm not sure if this is an issue in vanilla BN, its default mods or in the modpack.

I've added an issue over there as well: cataclysmbnteam/Cataclysm-BN#650

Basically, if you're under the effects of Very Hot! (hampered, warm, hot) your hunger meter will drop by hundrers of Kcal per step until you drop dead from starvation.

My full list of mods is:

[
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
<color_light_blue>BL9-100%-monster-resilience-version [BL9_100monres],
<color_light_red>Secronom [secronom],
<color_light_red>Secronom+ Lore Expansion [secronom_lore_expansion],
Aftershock [aftershock],
Arcana and Magic Items [Arcana],
Battle Maid Redux [battle_maid],
C.R.I.T Expansion Mod [crt_expansion],
M.A.G. Armory Mod [M.A.G.Armory],
Magiclysm [magiclysm],
Make bows great again [bow_opness],
Nechronica Redux [Nechronica_Redux],
Pneumatic fun [pneumo_fun],
Mutant NPCs [mutant_npcs],
Psychiclysm [psychiclysm],
Whaleys Collectables [collectablemod],
XEAS [XEAS],
Adurnsyl's Assorted Arms and Armour [AAA],
Advanced Gear [adv_gear],
Advanced Technologies [advtech],
Alexs Mutant Power Armor [a_mutated_arsenal],
Animal Summoner Item [Summons_animals],
anti-fungal gear [anti_fungal_gears],
Armor Up! PA Utilities [ArmUpPAUtil],
Armor Up! Survivor Expansion [ArmUpSurvEx],
Arsenal Breach [arsenal_breach],
Bens GF recipes [Tolerate_This],
BioCo Content [bioco],
Bionic Space Expander [Bionic_Space_Expander],
Bionics Systems Recipes [bio_recipes],
Modular Turrets with No Blacklist [modular_turrets_no_blacklist],
Bootleg Walkers [Bootleg_Walkers],
Broken Admin's Makeshift Items [bsam],
Camping tools [camping_tools],
Cannalan Importers [Cannala],
CBM Equipment [CBM_Arms],
CIVILIAN POWER ARMOR [CIVILIANPOWAAA],
Craft Ammo Mags & Belt Links [SD_Magcrafting],
Craftable Gun Pack [craftgp],
Culinary Days Ahead [culinary_days_ahead],
DeadLeaves' Fictional Guns [FIC_Weapons],
Disinfectant Powder [powder_disinfectant],
Dried Fruits [dried_fruits],
Dual Wield .22s [dual_wield_22],
Medieval and Historic Classes and Shields [Medieval_Stuff],
Dumb Sabaton Memes Mod [Dumb Sabaton Memes Mod],
ETC Handguns etc [ETC_handguns_etc],
Expanded Archery [ExArch],
Flowerpot (uekibati) mod [Uekibati_mod],
Garden Pots [growable-pots],
Gourmand's Graces [Gourmand'sGraces],
Gun Cotton [guncotton],
Homemade Fungicide [homemade_fungicide],
Homestead Instruments Inc. [homestead],
Icecoon's Arsenal [ew_pack],
Incinerator [incinerator],
Large capacity storage CBMs [eps_cbm],
Magical Plants [materials_plants],
Make a Lot of Items [Make_a_Lot_of_Items_Mod],
Makeshift engine hoist [makeshift_engine_hoist_mod],
Makeshift Items Mod [makeshift],
MakeshiftCanteen [MSCanteen],
Medieval Mod Reborn [Medieval_Mod_Reborn],
Metal materials [metal_elemental],
Miscellaneous Magiclysm Expansions [demon_spider_a],
MOD to grow tea leaves [More tea leaf],
Modern Weapon Pack Expanded [modern_weapon],
More Armors [More_Armors],
More Makeshift Stuff [makeshift_stuff],
More Survivor Notes [more_survive_notes],
MST Extra [MST_Extra],
Mythological Replicas [nw_pack],
Nuclear .50 Mod [nuclear_ball],
Pipe Revolver Rifles [pipe_revolver_mod],
Pixel's Various Fuckery [Pix's Shit],
Pora's Complilation [porawep],
Portable Coolers [portable_cooler],
Power_Armor_Additions [Power_Armor_Additions],
Pressure Weapons [pressure_weapon],
Private Defense [private_defense],
Project APEX [apex],
Recovery of rotten stomach and offal [stomach_offal],
RF food keeper [rf_food_keeper],
Ricky's Future Armory [futurearmory],
Rivtech Beam Swords [beamswordmod],
Rubber Band Sheath [rubber_band_sheath],
Sane Weapon Pointy Bits [SWPB],
seuzpack [seuzpack],
Sewing Machine [SM],
Soy mod [Soy mod],
Space Heater [space_heater],
Survivor's Lost item [Survivors_Lost_item],
Survivor crowbar [surv_crowbar],
The Glory Of Cereal! [CerealMod],
Thermal Electric UPS [thermal_ups],
Wild Living [WildLiving],
Crazy Labs [crazy_labs],
DinoMod [DinoMod],
Draco's Pig Mod [DracoPigMod],
Cataclysm++ [Cata++],
Draco's Dog Mod [DracoDogMod],
Compatible Add Bandits [GOV_BANDITS],
Jury-Rigged Robots [jury_rigged_robots],
PKs Rebalancing [PK_REBALANCE],
Salvaged Robots [Salvaged_Robots],
Vampiric Stuff [vamp_stuff],
Mutant Animals [mutant_animals],
Mutant Insects [mutant_insects],
World on Fire [World_on_fire],
Youkai Enemies [Youkai_Disco],
Mythical Martial Arts [MMA],
<color_yellow>Mythical Martial Arts - Mods Extension [MMA_Mods_Extension],
Alternative Map Key [alt_map_key],
CDDA Variety Pack [ks_variety_pack],
Convenient Constructions [convenientconstructions],
Even More Mutations [even_more_mutations],
Food Irradiator [food_irradiator],
Hydroponics [hydroponics],
Locked Locker [locked_locker],
Mining Mod [Mining_Mod],
More Survivor Stuff [more_survivor_stuff],
Wandering Masters [wandering_masters],
Alternative Basement Layouts [basement_extension],
Dorf Life [Dorf_Life],
More Locations [more_locations],
Fuji's More Buildings [FujiStruct],
Morlock Village [morlock_village],
Oa's Early Game Mutations mod [oa_early_game_mutations_mod],
Randomized Mall [randomized_mall],
Trailer Parks [trailerpark],
Water Towers [water_towers],
Whaleys TALL Buildings [whaleys_tallbuild],
Cars to Wrecks [cars_to_wrecks],
Folding Parts pack [deoxymod],
Tankmod: Revived [Tankmod_Revived],
Roadheader and other mining vehicles [Heavy miners],
Shrub it off [shrub_mod],
Necromancy [necromancy],
Graphical Overmap [Graphical_Overmap],
sees-player icon, retrodays [sees_player_retro],
Abrahms Recipes 1 [AbrahmsRecipes1],
Artyoms' Gun Emporium - Reloaded [Arts' Guns],
Merchant Mod [Merchant],
Nimian Manufacture Guns [NM_wpns],
ProjectKawaii [ProjectKawaii],
Science Turret [sci_turret],
Targeted Mutations [TaMu]
]

Quest error

At the Barter Tower location, this error is spammed a lot
map::unboard_vehicle: vehicle not found
14:34:35.453 ERROR DEBUGMSG : src/map.cpp:1076 [void map::unboard_vehicle(const tripoint&, bool)] map::unboard_vehicle: vehicle not found

Trading values of mod items

Some mods have unrealisticly high trading values of items: Like wicker shield from More_Makeshift_Stuff or Wooden Shield, easy to craft, high value. Makes trading...pointless.

Secronom_lore error

Hello, me again, sorry for the back-to-back inconvenience but I ran a separate test with vanilla secronom and the lore expansion, ran into this issue when finalizing the world generation. Not sure if it has to do with the recent build or not
recent issue

Once again, my apologies for the inconvenience

Issues with Tolerate This! and Sewing Machine

Tolerate This!: it's supposed to add gluten-free food recipes for characters with an allergy, but, as it seems, it just duplicates food recipes and makes a mess out of your crafting menu.
Proposition: Maybe it should just go.

Sewing Machine: is supposed to add variants of clothing recipes for use with a sewing machine, which would work faster, but there's no actual sewing machine. So, there's just a bunch of recipes that let you craft armor very fast for no reason, and they feel like cheating.
Proposition: Maybe it should also just go; however, as there are some interesting recipes contained here that have been "realism'd" from DDA and not returned to BN (bone armor), maybe there should be a replacement mod with recipes (not super fast ones) of bone armor? I can write it.

[Wild Living] Taking a Cutting from a fruit tree don't actually generate cutting to pot

Bug:
Using the construction menu to take a cutting of a fruit tree (and the tree doesn't seem to recover, although I haven't quite been able to test that one out properly) doesn't seem to actually generate the cutting that is necessary to pot it and eventually plant.

Expected behavior:
The action to generate a cutting item.

Bug tested with in the following circunstances:

  • OS: Windows
    • OS Version: 10.0 2009
  • Game Version: 5d36160 [64-bit]
  • Graphics Version: Tiles
  • Game Language: []
  • Mods loaded: [
    Bright Nights [dda],
    Wild Living [WildLiving]
    ]

Secronom and BL9 dependency errors

After recent update 6bf8e8a there are several errors that should be looked into.

<14:02:33.320 ERROR : src/generic_factory.h:457 [int_id<T> generic_factory<T>::convert(const string_id<T>&, const int_id<T>&) const [with T = furn_t]] invalid furniture id "f_console">
Caused by: f_console being defined in BL9 files and used in Secronom maps.

src/main_menu.cpp:1153 [bool main_menu::load_character_tab(bool)] Error: line 57:19: unknown npc class

        { "class": "secronom_scientist", "x": 13, "y": 10 },
        { "class": "secronom_researcher", "x": 16, "y": 14 },
        { "class":
                  ^
                   "secronom_guard", "x": 10, "y": 17 }
      ],
      "monster": { "a": { "group": "GROUP_SECROLAB_ALL", "chance": 60 } },

Caused by: secronom_guard being used in SecronomBunker.json of Secronom mod, but NPC class is defined in Secronom Lore Expansion secro_npcs.json

For now this can be fixed by correct manual mod order:
BL9
Secronom
Secronom+ Lore Expansion

Suggestion: merging Secronom mods, and either define their separate f_console, or create an dependency on BL9 so it's automatically loads after it and require it in the word mod list, if that's in line of those mods ongoing development.

Blazemod giving error message and then crash to main menu when trying to start the game

The error message in question:

DEBUG : Error: Json error: data/mods/blazemod/blaze_construct.json:4:10: Duplicate construction id

{
"type": "construction",
"id":
^
"constr_blaze_blob_pit",
"category": "OTHER",
"description": "Harvest Blob Feed from Corpse Pit: Smash to Harvest",

FUNCTION : bool main_menu::new_character_tab()
FILE : src/main_menu.cpp
LINE : 955

Secronom generating error for monster group

DEBUG : monster group GROUP_VEINSTALK_CRAWLER has unknown default monster mon_sflesh_veinstalk_crawly

FUNCTION : static void MonsterGroupManager::check_group_definitions()
FILE : src/mongroup.cpp
LINE : 423
VERSION : BN 28b5d23

Running both Secronom and the Lore Expansion mod for it. Appears to be an invalid monster ID for the crawly veinstalk, as this is one of two errors. Have tried deleting Secronom and reinstalling latest mod pack version, have not yet tried the separate Secronom repo version.

EDIT: Here's the other error.

DEBUG : invalid monster type id "mon_sflesh_veinstalk_crawly"

FUNCTION : const T& generic_factory::obj(const string_id&) const [with T = mtype]
FILE : src/generic_factory.h
LINE : 438
VERSION : BN 28b5d23

Dropping Compound Greatbow (high) changes it to Compund Bow (high)

From the mod Make_Bows_Great_Again , when you shift+a and tighten the limbs on a Compound Great bow it changes to Compound Greatbow (high), when you then drop that Compound Greatbow (high) it'll change to Compund Bow (high), an entirely different bow altogether.

Perhaps consider adding a mod Guide

It would be nice if the readme contained a brief explanation of each mod and what it contained as some are rather vague (for example if a mod says it adds fictional/sci-fi guns does it mean that it adds its own made up guns or guns from halo?) As well as some recommendations on what mods play nicer together then others. For example aftershock doesn't seem to play well with with world gen (creating a character will repeatedly say that it couldn't generate the required location for starts in places like HUB01 or necropolis).

Secronom Artificial Flesh Core fuel issue

ERROR : src/item_factory.cpp:1450 [const itype* Item_factory::find_template(const itype_id&) const] Missing item definition: secro_flesh_fuel
add: this error pops out the moment you try to examine CBM in question.

I've looked into the files and it seems like CBM with ID bio_secro_fv_core instructed to use secro_flesh_fuel as a fuel source, but apparently this is not an defined item but rather a material for it.

I've tried to change it to secro_flesh which SHOULD make sense because there is an recipe book nearby that CBM that teach you to craft those from biomass around, but it didn't work - game not trowing any errors, but activating CBM via bionics menu simply props a message about not having enough fuel despite you can have it (spawned 1000 for the tests). You can reload that flesh into weavers that come with the suit, but it doesn't count.
Also, secro_flesh_engine is already set to use secro_flesh as a fuel source it seems, but I didn't test that thing.

It probably may be related to secro_flesh as an item doesn't have defined energy potential? Now, I can't test CDDA modpack but it seems like there is at least one difference that points onto secro_flesh_fuel to have "fuel_data": { "energy": 25 } which Bright Nights version of Secronom does not have; instead it's defined in secro_ammo_mags.json as "fuel": { "energy": 25 }, and at this point I've found out that it's 4am.

Will dig into that later, but probably someone could figure this out before me!

ref from CDDA modpack: https://github.com/Kenan2000/CDDA-Kenan-Modpack/blob/de60faa66bb47c271145bd9e612ce3ecf493442c/Kenan-Modpack/secronom/Modification_Files/Items/-Essentials/secro_mat.json

invalid item group 'guns_shotgun_ww2', om_terrain = 'museum_north' (museum)

place_items: invalid item group 'guns_shotgun_ww2', om_terrain = 'museum_north' (museum)
03:10:14.188 ERROR DEBUGMSG : src/mapgen.cpp:5531 [std::vector<item*> map::place_items(const item_group_id&, int, const tripoint&, const tripoint&, bool, const time_point&, int, int)] place_items: invalid item group 'ammo_shotgun_ww2', om_terrain = 'museum_north' (museum)

This occurs only sometimes when generating a museum building in a city

Game breaking error "item_location lost its target item during a save/load cycle"

I don't know what is causing this, other than the fact that it has occurred for me when I try to place items anywhere, sometimes, seems to happen more frequently with more items in the space

item_location lost its target item during a save/load cycle
09:58:59.887 ERROR DEBUGMSG : src/activity_item_handling.cpp:578 [bool pickup::try_rebuild_if_needed(item_location&)] Lost target item of ACT_DROP and couldn't rebuild item_location!
09:59:00.814 ERROR DEBUGMSG : src/activity_item_handling.cpp:597 [std::__cxx11::list pickup::obtain_and_tokenize_items(player&, std::__cxx11::listpickup::act_item&)] Lost target item of ACT_DROP
09:59:03.322 ERROR DEBUGMSG : src/item_location.cpp:106 [void item_location::impl::ensure_unpacked() const] item_location lost its target item during a save/load cycle
09:59:04.689 ERROR DEBUGMSG : src/activity_item_handling.cpp:578 [bool pickup::try_rebuild_if_needed(item_location&)] Lost target item of ACT_DROP and couldn't rebuild item_location!
09:59:05.192 ERROR DEBUGMSG : src/item_location.cpp:106 [void item_location::impl::ensure_unpacked() const] item_location lost its target item during a save/load cycle
09:59:05.224 ERROR DEBUGMSG : src/activity_item_handling.cpp:578 [bool pickup::try_rebuild_if_needed(item_location&)] Lost target item of ACT_DROP and couldn't rebuild item_location!
09:59:05.269 ERROR DEBUGMSG : src/item_location.cpp:106 [void item_location::impl::ensure_unpacked() const] item_location lost its target item during a save/load cycle
09:59:05.301 ERROR DEBUGMSG : src/activity_item_handling.cpp:578 [bool pickup::try_rebuild_if_needed(item_location&)] Lost target item of ACT_DROP and couldn't rebuild item_location!
09:59:05.331 ERROR DEBUGMSG : src/item_location.cpp:106 [void item_location::impl::ensure_unpacked() const] item_location lost its target item during a save/load cycle

The two lines here then repeat on indefinitely until I close the game

Expansion_Tefnut has duplicate folder of itself

It's in /Expansion_Tefnut/expansion_tefnut/
Which produces

src/mod_manager.cpp:216 [void mod_manager::load_modfile(const JsonObject&, const string&)] there is already a mod with ident expansion_tefnut

Seems like folder inside of folder has more recent changes, should be double-checked just in case of what to remove.

Flamesword is required for MMA but not present in BN at the moment

ERROR : src/martialarts.cpp:364 [void check_martialarts()] Weapon flamesword in style Hylian Swordsmanship doesn't exist.
ERROR : src/martialarts.cpp:364 [void check_martialarts()] Weapon flamesword in style Setting Sun doesn't exist.

Now, there is a thing that holds me from PR right away: either it could be easily fixed by removing "flamesword" from

https://github.com/Kenan2000/Bright-Nights-Kenan-Mod-Pack/blob/master/Kenan-BrightNights-Modpack/MMA_Mods_Extension/mma_magiclysm_extension.json

OR this little and non-critical error could be left as it is and wait for BN to catch up since kelvinist.json hasn't been updated for a year. Flamesword has been added into CDDA Magiclysm last summer.

Missing uncraft check for turret(s) in Modular Turrets mod

It seems like it's missing necessary section for disassemble .50 turrets, but at the same time it has one?

uncraft_corpse.json has the following

  {
    "result": "broken_milturret_50bmg",
    "type": "uncraft",
    "skill_used": "electronics",
    "difficulty": 2,
    "time": "3 m",
    "qualities": [ { "id": "SCREW", "level": 1 } ],
    "components": [ [ [ "broken_milturret_disarmed", 1 ] ], [ [ "robopart_50bmg", 1 ] ] ]
  },

But some turrets that are destroyed left behind not broken_milturret_50bmg, but broken_turret_bmg, which is virtually the same thing and I don't get it. Perhaps this should be looked into and there may be other turrets with that kind of behavior, or it may be just one; in that case, simply adding next code into uncraft json somewhere should be enough:

  {
    "result": "broken_turret_bmg",
    "type": "uncraft",
    "skill_used": "electronics",
    "difficulty": 2,
    "time": "3 m",
    "qualities": [ { "id": "SCREW", "level": 1 } ],
    "components": [ [ [ "broken_milturret_disarmed", 1 ] ], [ [ "robopart_50bmg", 1 ] ] ]
  },  

Game freezing error in Metro mod (Tried to set invalid ammo)

Tried to set invalid ammo sgs5_b[40] for metro_lolifebigmag
22:16:02.308 ERROR DEBUGMSG : src/item.cpp:605 [item& item::ammo_set(const itype_id&, int)] Tried to set invalid ammo sgs5_b[40] for metro_lolifebigmag
22:16:03.092 ERROR DEBUGMSG : src/item.cpp:605 [item& item::ammo_set(const itype_id&, int)] Tried to set invalid ammo sgs5_b[40] for metro_lolifebigmag
22:16:03.639 ERROR DEBUGMSG : src/item.cpp:605 [item& item::ammo_set(const itype_id&, int)] Tried to set invalid ammo sgs5_b[40] for metro_lolifebigmag
22:16:04.622 ERROR DEBUGMSG : src/item.cpp:605 [item& item::ammo_set(const itype_id&, int)] Tried to set invalid ammo sgs5_b[40] for metro_lolifebigmag
22:16:06.408 ERROR DEBUGMSG : src/item.cpp:605 [item& item::ammo_set(const itype_id&, int)] Tried to set invalid ammo sgs5_b[40] for metro_lolifebigmag
22:16:06.954 ERROR DEBUGMSG : src/item.cpp:605 [item& item::ammo_set(const itype_id&, int)] Tried to set invalid ammo sgs5_b[40] for metro_lolifebigmag

JSON duplicate comment keys rework

According to https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/JSON_INFO.md

If we want multiple comments in a single object then append a number to //. For example:

{
  "//" : "comment",
  "//1" : "another comment",
  "//2" : "yet another comment"
}

And since CleverRaven/Cataclysm-DDA#40390 (BN: cataclysmbnteam/Cataclysm-BN#324)

We're in the works of fixin'! Yay

For examle, Secronom:

Error: data/mods//secronom/Modification Files/Items/secro_guns.json: line 266:14: duplicate entry in json object

        "volume": "2500 ml",
        "price": 2144000,
        "//":
             ^
              "Didn't see a price for this.",
        "to_hit": -1,
        "bashing": 12,

I'm opening this up as a milestone issue.

Automations mod problems

ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_base in inline_recipe_bot_utility_w_rope_to_thread is not a valid item template
ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_butler in inline_recipe_bot_butler_w_scramble is not a valid item template
ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_butler in inline_recipe_bot_butler_w_scramble_5 is not a valid item template
ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_base in inline_recipe_bot_utility_w_rope_to_thread_5 is not a valid item template
ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_base in inline_recipe_bot_utility_w_rag_to_socks is not a valid item template
ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_base in inline_recipe_bot_utility_w_rag_to_socks_5 is not a valid item template
ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_base in inline_recipe_bot_utility_w_rag_to_briefs is not a valid item template
ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_base in inline_recipe_bot_utility_w_rag_to_briefs_5 is not a valid item template
ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_base in inline_uncraft_bot_utility_f_rope_to_thread is not a valid item template
ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_butler in inline_uncraft_bot_butler_f_scramble is not a valid item template
ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_butler in inline_uncraft_bot_butler_f_scramble_5 is not a valid item template
ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_base in inline_uncraft_bot_utility_f_rope_to_thread_5 is not a valid item template
ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_base in inline_uncraft_bot_utility_f_rag_to_socks is not a valid item template
ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_base in inline_uncraft_bot_utility_f_rag_to_socks_5 is not a valid item template
ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_base in inline_uncraft_bot_utility_f_rag_to_briefs is not a valid item template
ERROR : src/requirements.cpp:423 [void component::check_consistency(const string&) const] bot_utilibot_base in inline_uncraft_bot_utility_f_rag_to_briefs_5 is not a valid item template

Mod dependencies are defined as:
"dependencies": [ "dda", "aftershock", "modular_turrets_no_blacklist", "Salvaged_Robots" ]

So, I've looked into bot_utilibot_base and it seems like this is not some defined item, but an abstract for other bots in Salvaged Robots mod. Both items.json and recipe.json define it not as "id", but as "abstract", and because this is an abstract object, it does not appear in the game as a real item part you can use in recipes and receive from uncraft while Automations mod is trying to do so.

Proposition:
Review this mod utility and functions in a whole since it looks like something that can be merged into Salvaged Robots mod and/or done entirely different. For now, as I understand, this thing (even if it was working) is just "transforming" one bot type to another, which will provide necessary "crafted" items in uncraft process as a "craft result". Way to clunky and inconvenient, or I miss something here.

Syntax Error in Vamp_Stuff_Arcana mod

Syntax Error

I get this message when im trying to load the game, not sure if its the mod itself or if its caused by another mod? Ill add the mod list just to be safe.

[
"dda",
"Arcana",
"magiclysm",
"Cata++",
"no_npc_food",
"Medieval_Mod_Reborn",
"DracoDogMod",
"necromancy",
"TaMu",
"No_Fungi",
"stats_through_kills",
"speedydex",
"demon_spider_a",
"craftgp",
"ExArch",
"materials_plants",
"pressure_weapon",
"space_heater",
"pneumo_fun",
"blazemod",
"hydroponics",
"incinerator",
"Dorf_Life",
"wandering_masters",
"vamp_stuff",
"vamp_stuff+arcana",
"recruitment_options",
"DracoPigMod",
"thermal_ups",
"CerealMod",
"SD_Magcrafting"
]

Missing item definition: taurus38mag in Modern Weapons Pack Expanded (and couple of other minor issues)

12:59:51.134 ERROR : src/item_factory.cpp:1361 [const itype* Item_factory::find_template(const itype_id&) const] Missing item definition: taurus38mag
12:59:57.205 ERROR : src/item_factory.cpp:1317 [void Item_factory::check_definitions() const] warnings for type automag:
magazine "taurus38mag" specified for "38" is not a magazine

I am confused but it seems like taurus38mag is just not in the game anymore, therefore AutoMag from that mod is sad and throwing some errors.

I see two possible solutions: define that mag once again, or go with the flow and remove [ "38", [ "taurus38mag" ] ] and .38 ammo compatibility for AutoMag completely in modern_handgun.json.
I've tried to bandage problem completely by replace mag with [ "38", [ "38_speedloader5" ] ] since in terms of ammo capacity and caliber it looks like same thing, but then I've received what seems to be simple error:

ERROR : src/item_factory.cpp:1317 [void Item_factory::check_definitions() const] warnings for type automag:
speedloader 38_speedloader5 capacity (5) does not match gun capacity (0).

But I'm not so sure how to work with it since other defined magazines for that gun have their own capacities, but not throwing any errors of that kind (still learning how everything works in this game, would PR otherwise, sorry).

Oa's Additional Buildings Mod does not stay in active mods list

When I add Oa's Additional Buildings Mod to a worlds mod list, and then I load up a character on that world, the next time I look at the mods list, Oa's Additional Buildings Mod has automatically disabled itself. Nothing appears in the logs for this, I don't know how to be more helpful than this for this issue.

Early-Game Mutations mod scenario doesn't work

Using either of the scenarios from the Early-Game Mutations mod doesn't work. It says "unable to generate a valid starting location BMC first floor [cs_bod_mod_clinic_z1 in a radius of 3 overmaps." (ground floor also does the same thing). I've tried it on a world with largely default world generation settings (I think the only things different are monster resilience and speed, and item generation) and it still does this.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.