- Nov 7, 2020
- 8
- 12
Mods:doesna nyone here have discord and know how to add mods?
You can delete the save files via the option dialog in the game.Can any one help me how to delete my save
... or you can enter my "modding mall" and get all that stuff for freeQuestion about the console commands, if people are still active here..
When I tried giving myself potions / lewds, it kept telling me I needed uid, I'm not sure where that is
I tried
give_item yuri_potion 1
tried lewds 100
were they changed or something?
if so, does anyone have a list of item IDs somewhere?
More heroic words were never uttered.get all that stuff for free
That is correct. Items gain properties at the time of their creation and their unique data can only be saved and loaded from inventories. AFAIK, the only exception to this are items from SurverX's mod, that are stored inside containers. So, it's technically possible to get non-generic items without resorting to vendors, but I haven't actually looked into the exact method of how it's done.I'm assuming there's no console commands to either modify existing items to have an enchantment (i.e.- "of Bull", "of Cat", etc.) or to give the player a new item with an enchantment on it, making them shop and loot exclusive?
I've also noticed that the Beaty Stick mod might be lost for the internet, now: The MEGA link in its reddit post is dead.
Type give_item "terrain_editor" into console, equip it and right-click your mouse to enable free cursor movement. From there you can select inside editor's panel whether you want to create or destroy objects (objects tab). To change their orientation you can hit a button (facing) that has +x, -x, +z, -z written below it. You can only rotate things before you place them.Hello everyone. does anyone know how torture tools can be rotated before placing them and how they can be removed? I also have gas traps placed by mistake in the bedroom and I would like to remove them as well as a couple of badly placed devices
"merchantSettings": {
"type": "BLACKSMITH",
"stockSize": 39,
"magicItems": 39
}
diag
and unit
*.json
files.inventoryRestock
in her unit declaration) imply there's some unpublished data that would be neat to, well, publish someday (especially now that focus is on Corrupted at the Core).type
s beyond the apparent default and BLACKSMITH
that can be declared under merchantSettings
?).IIRC theLuin I'm well aware of all that already (my observation regarding occurrence is just that SurverX used obviously ridiculous values when distributing their mods, not that I didn't understand what this decision did). Doesn't mean I don't still wish there were more documentation: Ciera's "type" declaration and Merchant-chan's lack of customization of any kind (i.e.- noinventoryRestock
in her unit declaration) imply there's some unpublished data that would be neat to, well, publish someday (especially now that focus is on Corrupted at the Core).
One can infer stuff through the available samples and experimentation, but not the specifics thereof (i.e.- are there other undocumentedtype
s beyond the apparent default andBLACKSMITH
that can be declared undermerchantSettings
?).
BLACKSMITH
"type"
Doesn't do anything. Was supposed to be for a feature in the future.if (u.unitData["character"]["inventoryRestock"]){
u.inventoryInst.init();
u.unitData["character"]["inventoryRestock"].forEach(k => {
u.inventoryInst.addItem(k);
});
} else if (u.unitData["character"]["merchantSettings"]){
let settings = u.unitData["character"]["merchantSettings"];
let total = settings["stockSize"];
let magicItems = settings["magicItems"];
u.inventoryInst.init();
u.inventoryInst.addItem("lewds", E.math.randInt(total*35, total*150));
for (let i = 0; i<total;++i){
while (true){
let itemId = ItemsManager.RandomItemGenerator.getInstance().getRandomItem();
let item = new ItemInst(itemId);
if (item.getWeaponData() || item.getItemData()["armorData"]){
if (magicItems > 0){
magicItems --;
Loot.rollRandomMods(item, 1);
}
u.inventoryInst.addItem(item);
break;
}
}
}
} else {
let vendorLevel = uData.getUniqueState("vendorLevel") || 0;
let m = vendorLevel;
u.inventoryInst.init();
let baseItems = {
"lewds": (500 + 2000 * m) * E.math.randFloat(0.9, 1.1),
"seeds": 10 + 10 * m,
"hoe": 1,
"watering_can": 1,
"hp_potion": 5 + 10 * m,
"crate": 2 + m,
};
let randomItemsCount = 5 + 5 * m;
Object.keys(baseItems).forEach(k => {
let amt = Math.floor(baseItems[k]);
u.inventoryInst.addItem(k, amt);
});
while (randomItemsCount --> 0){
u.inventoryInst.addItem(ItemsManager.RandomItemGenerator.getInstance().getRandomItem());
}
}
I was just going to post that I arrived at the same conclusion, but you beat me to it. Also, thanks for sharing the code. I had to spend some time figuring out the logic in this exact block yesterday. I wanted to increase the cost for "yellow" items to differentiate them from "blue" ones. The difference in clarity between original and compressed code is like night and day.IIRC theBLACKSMITH
"type"
Doesn't do anything. Was supposed to be for a feature in the future.
Are you confusing updates on enlit3d's other game, Corrupted at the Core, for updates on this game? There aren't separate Patreon accounts per project, if that's what you were expecting.Anyone know what the real scoop is with this game? It has the 'on hold' tag, but on their patreon page, they are still releasing regular updates. I was following this up until that tag was added
i have a question i install the mod and plaste in mod folder but how to use in game i cannot see itPowerModders XCross Version 0.2 (3 additional devices and a lot of new punish moves):
You must be registered to see the links
View attachment 374669
You get two Mods, one containing a Demo Dungeon ("PowerModders XCross Demo") and one with only the devices. Only one Mod can be active at times (move the other one somewere else).i have a question i install the mod and plaste in mod folder but how to use in game i cannot see it