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John8r9

Engaged Member
Dec 25, 2018
2,137
3,181
Based on the phrasing I assume it's supposed to move all NPCs and objects from an "interior" room (native tent, wood/stone house) to the main overworld map at the building's location. Not sure what the intended benefit is, have there been any bugs where NPCs or objects get "lost" even while the building's exterior still stands?
heres the japan ver which is also the original of the sentence
その建物の中に入って
/cleanup このコマンドを使用してみてください。 建物に紐づけられた家具やNPCを外にいる状態にするコマンドです。 これが効果なさそうだったら、次回の更新までに解決できる方法を実装します
 

John8r9

Engaged Member
Dec 25, 2018
2,137
3,181
how to move mermaid to land and place it to poll without making it bug? i mean she stuck flag pole after i tp
do u have water block? it makes her easier to make on land. Give her a small exp fruit while she is on water then craft one
 

Denkader

Member
Aug 13, 2024
193
303
how to move mermaid to land and place it to poll without making it bug? i mean she stuck flag pole after i tp
In my case I had a pool, so I set a red flag at the very edge of the pool, then asked her to follow me and teleported to the pool flag. Set her position and territory as usual, then hit the leave option. At first she'll just hover there at the edge, but after a while she'll get into the pool.

Blocks of water are better though as you can make a bigger and deeper pool. I switched to that later on. Same technique: set a red flag at the edge of your sea area after you've built it, then make her follow you there.

Also, make sure you put walls around the sea area, if only for aesthetics LOL. But you also don't want natives just walking into the water and assaulting your sweet little mermaid. Poor thing.
 

John8r9

Engaged Member
Dec 25, 2018
2,137
3,181
cause some of those are common sense like stuff, so i didn't mention them. Yea, frog does spawn but not only in forest area after rain. Butterflies are spawned where the yellow flowers are, not ponds.
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the wooden cage trap can only catch chickens and rabbits, no more
updated the harvest box part just in case someone still asking. Only normal stuff if u asked npc to do the harvest job

berries, small exp berries, leaf, fiber and branches
 
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Denkader

Member
Aug 13, 2024
193
303
PROJECT ICARUS:
BUILDING THE PERFECT SKY KEEP
PART 1

Yes, this is about Mad Island and not some other game called Project Icarus LOL.

So following my first experiment at building a three-floored base, I wanted to see how high I could reach. But before I could do that, I needed to consider the main drawback which can have a serious effect on gameplay.

If you look at the screenshot I previously posted you'll notice the upper levels cast a shadow on the ground. Now, if I go down there, to the north of my base, the upper levels start blocking the view. I figured the higher my base gets and the more it'll get in the way when I'm exploring the island.

There's an easy workaround, though: build above water. But not to the south, or you'd have the same problem when moving north. So you'd have to aim for the coasts either up North, to the East or to the West.

I decided to avoid the North for a couple of reasons. First, that's where you'll find the highest level natives. Second, it looks like the game will end there and I don't want to build something that could conflict with upcoming updates.

Which leaves either East or West. I decided to go to the Eastern coast, at the bottom corner of the island.

Now there's something else to consider. If you build layers upon layers, one on top of the other, you'll still run into that same issue when you're moving around the northern parts of your base, with the upper floors blocking your view. Which means you need to spread the levels out, they can't be on top of each other, at least not directly. Once you're much higher up, it won't affect the lower levels anymore.

On a side note, for more comfort, I use three stairs (one on top of the other) at max height to separate each floor.

With that said, to the question "how high up can I go?" the answer is...

I have no clue!

I mean, I built 14 (!) levels before I gave up. It was getting ridiculous. And honestly, I'm starting to wonder if there is even a limit. I mean heck, it even allowed me to go off-map!

If you've done the mermaid quest, you might have noticed that when you reach the southern edge of the map, you can't go further. It's like that all around the island... except when you're high enough in the air! At that point, it seems like all bets are off. It does get pretty freaky though as you don't see the sky anymore, it's all black around you. I call it The Void :D

Some things I noticed is that the game glitches a bit when you get higher up and I started getting some lag while placing the platforms. Overall it wasn't too serious, though I suspect it'd get worse if you went higher.

Oh, also! Once you're in the sky (even on the first platform), you don't get any raids anymore! At least not if you're wearing the decoy charm as I was. I'm guessing the reason is that with the charm on the natives are going to always target you, but if you're not touching the ground it's like they can't find you anymore? I got several messages from the game stating "Raid did not occur" which seem to confirm this. Probably if I took the charm off my NPCs would get targeted. But I figured I'd keep it this way for now so I could build in peace LOL. It's a nice change.

Anyway. I'm gonna keep building this, I like it, but I'll dismantle the upper levels. I'll probably keep up to the 6th level though as the 5th and 6th have IMHO the most scenic views, I like them ;)

I'll keep you posted on my progress. I especially need to figure out how to make walls around the edges. And I'd rather avoid using those wooden pillars, as it'd take forever!

Oh, and to answer martelor's question... If you take a look at the MI5 screenshot below, you'll see I have two red flags that almost touch each other in the South-East. Those are levels 1 and 7. Then I have another flag to the far right, off the map, which is level 14. I didn't do this on purpose, but it worked out really well since 7 is right smack at mid-height between the two, but 14 is much further away if we're talking straight line. I suspected this type of distance was the only one that mattered in terms of travel cost with height being ignored, and my experiment seems to confirm this.

Teleport from #1 to #7: 3 food
Teleport from #7 to #14: 14 food
Teleport from #14 to #1: 17 food

Note that all my levels are about three man-heights apart. So assuming Man is of average size... well, those stairs are slightly higher than him, so let's round that up to 6 feet multiplied by 3 stairs per level makes 18. So that means about 126 feet between levels 1 and 7 and 252 feet between 1 and 14. That's only counting height, of course, as I'm not sure how to calculate linear distance in this game.

Attached images:

MI1: My Man is standing on level 5, but you can see levels 4 and 3 underneath, and also (bottom left) an edge of level 6. See how I built them so that they are not directly on top of each other? This is to avoid the problem I mentioned above. Also notice how you can already see The Void in the background.

MI2: Those stairs in the middle with the red flag is level 5 again. Here you can see more of level 6 above, level 3 way below and a bit of level 4 behind the stairs. Note that we start to see glitches here (the black spot on the right where we should be seeing the mountain).

MI3: Here you can see levels 10 and 11. The Void is much more obvious now.

MI4: Level 13 with 12 right underneath and, to the right, stairs leading to 14--the last level I built. We're completely off the map now, in the midst of The Void!

MI5: In this snippet of the map, the 13 flags most to the right are all in this new base, one flag per platform. There should be 14 BTW, so I'm thinking I probably placed one on top of another--I'll have to double check this. Now notice how two flags are off the map limits (levels 13 and 14). Also, nearest to the coast, the two flags that touch each other are levels 1 and 7. Those two floors are pretty much on top of each other, but because of the height the upper one does not block the view in the lower one.

If you're curious to see this, I also posted a video on YouTube where you can watch me running through the whole complex, from the ground all the way up to 14. Note that the place is empty, I haven't put anything in there yet, not even decorations, as this was just to test the height thing at this stage. There's still much work to be done.

 

YudiasGalaxy

Member
Jan 28, 2024
118
215
Is there any way to make the other protagonist follow you. I decided to make a base away from the beach but Yona don't fallow me
 

Denkader

Member
Aug 13, 2024
193
303
Is there any way to make the other protagonist follow you. I decided to make a base away from the beach but Yona don't fallow me
Yes and no. You can't make Yona follow you the same way you would an NPC. However, if you craft a blue flag and set it at the new location, then you can click on the blue flag and hit the "call" button. That will make Yona teleport there and you can go on to use the usual move/position/territory menu to set her up.
 

YudiasGalaxy

Member
Jan 28, 2024
118
215
Yes and no. You can't make Yona follow you the same way you would an NPC. However, if you craft a blue flag and set it at the new location, then you can click on the blue flag and hit the "call" button. That will make Yona teleport there and you can go on to use the usual move/position/territory menu to set her up.
Thank you
 
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Sphere42

Active Member
Sep 9, 2018
970
1,033
wait, this gets a pass on steam :unsure:? interesting
We obviously can't guarantee it'll stay there e.g. if reported, but the game has surprisingly small amounts of sexual content overall and already moved some stuff into a separate "free DLC" download on a different website. A lot of the 18+ content is straightforward gore, dismemberment and torture with a side of cannibalism, at face value not really more sexualised than it would be in the likes of Resident Evil, The Last of Us or GTA. And US censorship bullshit is a lot more lenient on violence compared to sex, A LOT!
 

flannan

Engaged Member
Dec 15, 2022
2,226
2,192
wait, this gets a pass on steam :unsure:? interesting
Yes, censorship criteria in the West have nothing to do with how a sane person would react to the game. Which is why horror games are allowed.
They had to move loli and shota content to DLC to be allowed on Steam, though.
Thinking about it the other way, you probably can do most things you do in this game, in Rimworld. It just wouldn't be as graphic.
 

Makeit69

Newbie
Apr 8, 2022
20
5
Makeit69

So I decided to test this and successfully managed to redo the entire Keigo/Reika/Takumi plotline without any issues.

To pull this off though I figured I'd have to reset ALL the quests that were connected with those characters to avoid any conflicts.

For those who want to do this, here's how I did it:

1) Look for your latest save file. You'll find it inside your main Mad Island folder. Go into "Mad Island_Data" folder, then "StreamingAssets" and finally "XML." That's where you'll find all your saves.

2) Backup the one you want to edit. It'll be titled something like SaveData07.xml. Just look for the highest number if you want your most recent save.

3) Once you did the backup, open the file in Notepad or Notepad++ or somesuch.

4) Use Ctrl-F to search for "QuestSave." That will bring you to the section we want to edit.

5) In this section you'll see ALL the main and sub quests in a format like this:

<questKey>Boss_Spider</questKey>
<progress>1</progress>

Now we need to find all the relevant quests and set their respective progress values to 0 (only change the number BTW, don't touch anything else).

These are all the ones I reset:

Main_Reika
Main_Takumi
Main_Takumi1
Main_TakumiFeed
Main_Reika1
Sub_Keigo
Sub_KeigoPendant
Main_Bridge
Sub_Prison

Note that Main_Bridge also needs to be reset to access the Prison sub quest (ie the one with Sally).

Some of these might already be at 0 for you depending how far you've gotten into the main plot, just make sure you set all of the other ones at 0 as well.

And yes, that's a lot of stuff to redo, but it actually goes pretty fast once you know what to do.

The only inconvenience I've noticed so far with redoing all those quests is that you end up with character dupes. Mainly Reika, Keigo (assuming you don't kill him), and Takumi.

I suspected this would happen and so moved my original ones outside of my base before I set off for the first event, just so I could keep track of which were which. I recommend doing this as well.

That said, it's not a huge issue, but it is a little bit weird having dupes of characters that should theoretically be unique LOL.

I suppose I could banish them--maybe even kill them, hmm. Might try that at some point.

EDIT: As per John's reply, note that you can reset the progress of those quests much more easily by using the in-game command /qp. Just use each of the quest names I listed above, one at a time, followed by zero, like so: "/qp Main_Reika 0" etc. Without the quotes, of course ;)
Kind of late but thanks alot, I appreciate it. My dumbass thought that I might messed up if I interrupted the two and would result in some kind of gruesome event but after digging in the community, I found out that there's another event, directed on the male mc. Again thanks.
 
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