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Hey, i read some stuff about your Re:activate Miracle Machine mod in the GAMMA server, but noticed you deleted the actual mods, any plans on reuploading them?
Hi. Re:activate Miracle Machine is currently included in the Re:done Yantar addon and the Re:done Radar addon and is not being released as its own addon at the momment.
The origin of the Re:activate Miracle Machine was from Re:done build for the very beginning.
Hi! I like your works! I propose an idea, the point is to motivate players to travel to the laboratory as much as possible!
So, the idea is that we add uber versions of monsters to the dungeons (electro chimera, fire burer psi bloodsuckers, etc...) make them strong, but at the same time add high-level artifacts as a reward in the drop (this will work well with a mod for randomizing artifacts by level of properties and values (basic, unusual, rare, epic))
And also add stalker travelers to the dungeon (friendly or not, factions can be different), they should be well equipped, I think the drop multiplier should be higher than the status of a legend, the drop contains good weapons, devices, armor, and there may also be artifacts . And of course, all these new features of the laboratories must be activated after the first playthrough of the story. These features motivate players to get ready for battle, intrigue them with adventures, and unforgettable experiences. I think this can be made exciting!
Hi. Thank you for the suggestion. Hard and worst mutant spawns are already in the laboratories; only the defult ones and defult stalkers can visit the laboratories once you've been there and have done the condition to them to spawn. At this point, Re:done will not affect artifact spawns or equippent drops. The concept is good; let's see whether it can be implemented after North map is completed. Thank you for your input!
For this to work with the artifact randomization mod, you just need to make the artifact spawn after the monster dies, spawn on the ground near the corpse. I think even the idea of a reward for killing strong monsters is cool, it motivates players to kill them rather than avoid them.
And regarding the laboratories, the idea is to make a real "dungeon" out of labs, with random monsters, chaches, stalkers.
Yes, we see how to best implement this. I can build a standalone addon with these features that covers all of the labs, but for the time being, the labs and underground areas will just be dungeons for you to hunt hard-worst mutants for mutant parts or as food, with standard stalkers thrown in for a bit of variety. [ Lab X-16 has ISG and Ecolog special spawns. ]
I have a suggestion regarding the new Renegade mechanic. I think he should be placed in the Swamp just South East where the broken buildings are of the new renegade trader's position as keeping him in Meadow would be problematic from the pathfinding issues present.
Hi. Yes its possible to relocate him again, did have him in the boathouse, west of trader's position, from the beginning but I moved him to Meadow.
There are no issues with him in Meadow at the present. He has his own logic.ltx, which is written for him and his guards. The remaining Renegade squads that are currently causing some concerns at times in Meadow right now. xP
Thank you for sharing your thoughts.
{Edit:} Renegade mechanics have a new position at Swamps.
Thanks for relocating the mechanic. Lot more convenient for early starts. Much like the other unlockable factions they usually have key traders and mechanics within close proximity. Always felt the renegade faction was a little off in that regard. I look forward to seeing what you do with the North in time. Merry Christmas.
Thank to the guest who requested it ;) I should not have relocated him in the first place. I did, however, require a character to bind the mutant spawning in the Meadow.
Yes, I agree. The Renegade faction now has an acceptable camp amid the swamps. Next year, I'll start working on the north's pre-builds. Thank you, and Merry Christmas.
Hey, i read some stuff about your Re:activate Miracle Machine mod in the GAMMA server, but noticed you deleted the actual mods, any plans on reuploading them?
Hi. Re:activate Miracle Machine is currently included in the Re:done Yantar addon and the Re:done Radar addon and is not being released as its own addon at the momment.
The origin of the Re:activate Miracle Machine was from Re:done build for the very beginning.
Hi! I like your works! I propose an idea, the point is to motivate players to travel to the laboratory as much as possible!
So, the idea is that we add uber versions of monsters to the dungeons (electro chimera, fire burer psi bloodsuckers, etc...) make them strong, but at the same time add high-level artifacts as a reward in the drop (this will work well with a mod for randomizing artifacts by level of properties and values (basic, unusual, rare, epic))
And also add stalker travelers to the dungeon (friendly or not, factions can be different), they should be well equipped, I think the drop multiplier should be higher than the status of a legend, the drop contains good weapons, devices, armor, and there may also be artifacts . And of course, all these new features of the laboratories must be activated after the first playthrough of the story. These features motivate players to get ready for battle, intrigue them with adventures, and unforgettable experiences. I think this can be made exciting!
You can also add increased drops in caches.
Hi. Thank you for the suggestion. Hard and worst mutant spawns are already in the laboratories; only the defult ones and defult stalkers can visit the laboratories once you've been there and have done the condition to them to spawn. At this point, Re:done will not affect artifact spawns or equippent drops. The concept is good; let's see whether it can be implemented after North map is completed. Thank you for your input!
For this to work with the artifact randomization mod, you just need to make the artifact spawn after the monster dies, spawn on the ground near the corpse. I think even the idea of a reward for killing strong monsters is cool, it motivates players to kill them rather than avoid them.
And regarding the laboratories, the idea is to make a real "dungeon" out of labs, with random monsters, chaches, stalkers.
Yes, we see how to best implement this. I can build a standalone addon with these features that covers all of the labs, but for the time being, the labs and underground areas will just be dungeons for you to hunt hard-worst mutants for mutant parts or as food, with standard stalkers thrown in for a bit of variety. [ Lab X-16 has ISG and Ecolog special spawns. ]
I have a suggestion regarding the new Renegade mechanic. I think he should be placed in the Swamp just South East where the broken buildings are of the new renegade trader's position as keeping him in Meadow would be problematic from the pathfinding issues present.
Hi. Yes its possible to relocate him again, did have him in the boathouse, west of trader's position, from the beginning but I moved him to Meadow.
There are no issues with him in Meadow at the present. He has his own logic.ltx, which is written for him and his guards. The remaining Renegade squads that are currently causing some concerns at times in Meadow right now. xP
Thank you for sharing your thoughts.
{Edit:} Renegade mechanics have a new position at Swamps.
Thanks for relocating the mechanic. Lot more convenient for early starts. Much like the other unlockable factions they usually have key traders and mechanics within close proximity. Always felt the renegade faction was a little off in that regard. I look forward to seeing what you do with the North in time. Merry Christmas.
Thank to the guest who requested it ;) I should not have relocated him in the first place. I did, however, require a character to bind the mutant spawning in the Meadow.
Yes, I agree. The Renegade faction now has an acceptable camp amid the swamps. Next year, I'll start working on the north's pre-builds. Thank you, and Merry Christmas.